Naudio and Unity for looping section

Hello - I got stuck trying to play a sound from my Unity Assets: using UnityEngine; using System.Collections; using System; using System.IO; using NAudio; using NAudio.Wave; public class ...

Id #16494 | Release: None | Updated: Tue at 2:00 PM by Thomas_Due | Created: Tue at 2:00 PM by Thomas_Due

Waveinputs missing from Visual Studio 2015 NuGet??

Hi, I can't find waveinputs after installing nuget package. For example: int waveInDevices = NAudio.Wave.WaveInputs.WaveIn.DeviceCount Returns: Type or namespace name does not exist in namespac...

Id #16493 | Release: None | Updated: Apr 22 at 12:30 PM by hopey | Created: Apr 22 at 12:30 PM by hopey

Clicking noise when concatenating/joining two or more WAV files

Hey folks, I am working on a project where I need to join several WAV files. My Code works totally fine, but you hear clearly a clicking noise between two joined WAV files. That is an huge iss...

Id #16492 | Release: None | Updated: Apr 20 at 5:10 AM by Maiden531 | Created: Apr 20 at 5:10 AM by Maiden531

Error with Stoprecording

Hi, I developed a routine to produce sound with NAudio. When I stop the recording, I get the following error message: INVALIDHANDLE CALLING WAVEINSTOP Anyone know why? Thx. Here is my cod...

Id #16491 | Release: None | Updated: Mar 22 at 9:17 PM by markheath | Created: Mar 2 at 4:47 PM by akhenaton

StartRecording NAudio

I have problems with StartRecording(), error: BadDeviceId calling waveInOpen. My project is in .net and I am using NAudio dll. Can someone help me?

Id #16490 | Release: None | Updated: Feb 8 at 5:15 PM by markheath | Created: Feb 8 at 1:34 PM by VRusch


I use NAudio WaveInEvent in a telecommunications software very simple. Sometimes, the class does not generate sound! Would anyone have a solution? here is my code: Imports NAudio.Wave ...

Id #16489 | Release: None | Updated: Feb 4 at 3:41 PM by akhenaton | Created: Feb 4 at 3:41 PM by akhenaton

WaveIn and BufferedWaveProvider !

Hi, I wrote a proxy that must manage a microphone (with WaveIn) and players Wav / PCM (with BufferedWaveProvider). Everything works fine and I can manage up to 7 wav streams simultaneously) exce...

Id #16488 | Release: None | Updated: Jan 26 at 8:48 AM by markheath | Created: Jan 22 at 8:50 PM by akhenaton

DirectSoundOut fails if WaveFormat is WaveFormatExtraData

If the WaveFormat of the wave provider used as the parameter for Init is of type WaveFormatExtraData The call within InitializeDirectSound to GCHandle.Alloc fails with an ArgumentException complai...

Id #16487 | Release: None | Updated: Jan 27 at 4:10 AM by GeneralFault | Created: Dec 23, 2015 at 9:59 PM by GeneralFault

Get number of channels for DirectSoundOut

When I use a WaveOut device, I get a nice property called Channels, which tell me the number of output channels. Presumably, I don't need such one for AsioOut, as they all are mono (right?). But Di...

Id #16486 | Release: None | Updated: Nov 12, 2015 at 4:42 AM by MikNik | Created: Nov 12, 2015 at 4:42 AM by MikNik

Range for PitchWheelChangeEvent.Pitch should be 0-16383

I think I found a small bug in NAudio.Midi.PitchWheelChangeEvent: The Pitch property accepts values up to (and including) 16384. If, however, I create the event with that maximum value, the bit...

Id #16485 | Release: None | Updated: Feb 23 at 11:59 AM by markheath | Created: Oct 16, 2015 at 8:36 AM by w2u6in