Possibility to add samples/bytes to a constantly playing audio player
SineVector241 opened this issue · comments
Is it possible to instantiate a constantly playing audio player that is able to have bytes/samples added to it? Currently working on a VOIP application and came across this library however it does not look like I can add bytes/samples to an audio player. Is this possible to implement or am I missing something from reading the examples.
Also realised can't set the sample rate
I have same issue.
I have a stream buffer that I want to expand with audio chunks. I am extending the same Stream
object that I used to create the player like this: audioPlayer = audioManager.CreatePlayer(stream);
. Unfortunately, the player is currently ignoring the append operation.
Is this an issue on a specific platform or all platforms?
Currently, I've tried on Windows and Android. I believe updating the MediaElement during playback using Stream
is not possible. I attempted it this way:
long currentPosition = currentStream.Position;
try
{
currentStream.Seek(0L, SeekOrigin.End);
newStream.Seek(0L, SeekOrigin.Begin);
newStream.CopyTo(currentStream);
}
finally
{
currentStream.Position = currentPosition;
}
The stream is expanding, but the playback stops where it would have ended before the extension.
In UWP, we have the option to use MseStreamSource
. In this case, we should modify the AudioPlayer constructor from MediaSource.CreateFromStream
to MediaSource.CreateFromMseStreamSource
.