I followed this NAudio Demo modified to play ShoutCast.
In my full code I have to resample the incoming audio and stream it again over the network to a network player. Since I get many "clicks and pops", I came back to the demo code and I found that these artifacts are originated after the decoding block. If I save the incoming stream in mp3 format, it is pretty clear. When I save the raw decoded data (without other processing than the decoder) I get many audio artifacts.
I wonder whether I am doing some error, even if my code is almost equal to the NAudio demo.
Here the function from the example as modified by me to save the raw data. It is called as a new Thread.
private void StreamMP3(object state)
{
//Configuration config = ConfigurationManager.OpenExeConfiguration(ConfigurationUserLevel.None);
//SettingsSection section = (SettingsSection)config.GetSection("system.net/settings");
this.fullyDownloaded = false;
string url = "http://icestreaming.rai.it/5.mp3";//(string)state;
webRequest = (HttpWebRequest)WebRequest.Create(url);
int metaInt = 0; // blocksize of mp3 data
int framesize = 0;
webRequest.Headers.Clear();
webRequest.Headers.Add("GET", "/ HTTP/1.0");
// needed to receive metadata informations
webRequest.Headers.Add("Icy-MetaData", "1");
webRequest.UserAgent = "WinampMPEG/5.09";
HttpWebResponse resp = null;
try
{
resp = (HttpWebResponse)webRequest.GetResponse();
}
catch (WebException e)
{
if (e.Status != WebExceptionStatus.RequestCanceled)
{
ShowError(e.Message);
}
return;
}
byte[] buffer = new byte[16384 * 4]; // needs to be big enough to hold a decompressed frame
try
{
// read blocksize to find metadata block
metaInt = Convert.ToInt32(resp.GetResponseHeader("icy-metaint"));
}
catch
{
}
IMp3FrameDecompressor decompressor = null;
byteOut = createNewFile(destPath, "salva", "raw");
try
{
using (var responseStream = resp.GetResponseStream())
{
var readFullyStream = new ReadFullyStream(responseStream);
readFullyStream.metaInt = metaInt;
do
{
if (mybufferedWaveProvider != null && mybufferedWaveProvider.BufferLength - mybufferedWaveProvider.BufferedBytes < mybufferedWaveProvider.WaveFormat.AverageBytesPerSecond / 4)
{
Debug.WriteLine("Buffer getting full, taking a break");
Thread.Sleep(500);
}
else
{
Mp3Frame frame = null;
try
{
frame = Mp3Frame.LoadFromStream(readFullyStream, true);
if (metaInt > 0)
UpdateSongName(readFullyStream.SongName);
else
UpdateSongName("No Song Info in Stream...");
}
catch (EndOfStreamException)
{
this.fullyDownloaded = true;
// reached the end of the MP3 file / stream
break;
}
catch (WebException)
{
// probably we have aborted download from the GUI thread
break;
}
if (decompressor == null)
{
// don't think these details matter too much - just help ACM select the right codec
// however, the buffered provider doesn't know what sample rate it is working at
// until we have a frame
WaveFormat waveFormat = new Mp3WaveFormat(frame.SampleRate, frame.ChannelMode == ChannelMode.Mono ? 1 : 2, frame.FrameLength, frame.BitRate);
decompressor = new AcmMp3FrameDecompressor(waveFormat);
this.mybufferedWaveProvider = new BufferedWaveProvider(decompressor.OutputFormat);
this.mybufferedWaveProvider.BufferDuration = TimeSpan.FromSeconds(200); // allow us to get well ahead of ourselves
framesize = (decompressor.OutputFormat.Channels * decompressor.OutputFormat.SampleRate * (decompressor.OutputFormat.BitsPerSample / 8) * 20) / 1000;
//this.bufferedWaveProvider.BufferedDuration = 250;
}
int decompressed = decompressor.DecompressFrame(frame, buffer, 0);
//Debug.WriteLine(String.Format("Decompressed a frame {0}", decompressed));
mybufferedWaveProvider.AddSamples(buffer, 0, decompressed);
while (mybufferedWaveProvider.BufferedDuration.Milliseconds >= 20)
{
byte[] read = new byte[framesize];
mybufferedWaveProvider.Read(read, 0, framesize);
byteOut.Write(read, 0, framesize);
}
}
} while (playbackState != StreamingPlaybackState.Stopped);
Debug.WriteLine("Exiting");
// was doing this in a finally block, but for some reason
// we are hanging on response stream .Dispose so never get there
decompressor.Dispose();
}
}
finally
{
if (decompressor != null)
{
decompressor.Dispose();
}
}
}