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QuestionHelp: Audio conferencing using WCF Pin
Jasvinder Kumar Bali2-Sep-08 20:53
Jasvinder Kumar Bali2-Sep-08 20:53 
I ‘m working on audio conferencing in - WCF, WPF and Visual Studio 2008 using C#. I capture the sound from microphone using Windows API. Then I continuously capture the sound from microphone and send the Audio stream (byte[]) to the server and broadcast from there. Its working fine and I also get the response from the server as well. Then I play the Audio Stream(byte[]) coming from the server.
I used this article in codeproject website to record and play audio stream.
http://www.codeproject.com/KB/audio-video/cswavrec.aspx
But when the incoming audio stream is playing, an unrecognizable sound is coming. This may be due to the difference between data consuming and receiving rates.
I also used directsound to record and playing sound but the same problem arise.
So please suggest me how to solve this problem( Better DierctSound suggestion – Streaming Buffer) .


This code is fire when audio stream is received from the server.

private void playAudio()
{
objAudioConferencingPlayer.StartAudioPlayer(IncommingAudioStream);
}



public void StartAudioPlayer(byte[] AudioStream)
{
	if (!IsPlayerRunning)
            {
                StopPlaying();
                m_Player = new WaveOutPlayer(-1, fmt, 16384, 3, new 
   BufferFillEventHandler(Filler));
                IsPlayerRunning = true;
            }
            m_Fifo.Write(AudioStream, 0, AudioStream.Length);
}




private void Filler(IntPtr data, int size)
{
 if (m_PlayBuffer == null || m_PlayBuffer.Length < size)
     m_PlayBuffer = new byte[size];
            if (m_Fifo.Length >= size)
                m_Fifo.Read(m_PlayBuffer, 0, size);
            else
                for (int i = 0; i < m_PlayBuffer.Length; i++)
                    m_PlayBuffer[i] = 0;

            System.Runtime.InteropServices.Marshal.Copy(m_PlayBuffer, 0, data, size);
            // m_Fifo ==> m_PlayBuffer==> data ==> Speakers
}

Thanks in Advance.
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