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/*
* WhackerLink - WhackerLinkConsoleV2
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* Copyright (C) 2024 Caleb, K4PHP
*
*/
using NAudio.Wave;
namespace WhackerLinkConsoleV2
{
/// <summary>
///
/// </summary>
public class ToneGenerator
{
private readonly int _sampleRate = 8000;
private readonly int _bitsPerSample = 16;
private readonly int _channels = 1;
private WaveOutEvent _waveOut;
private BufferedWaveProvider _waveProvider;
/// <summary>
/// Creates an instance of <see cref="ToneGenerator"/>
/// </summary>
public ToneGenerator()
{
_waveOut = new WaveOutEvent();
_waveProvider = new BufferedWaveProvider(new WaveFormat(_sampleRate, _bitsPerSample, _channels));
_waveOut.Init(_waveProvider);
}
/// <summary>
/// Generate a sine wave tone at the specified frequency and duration.
/// </summary>
/// <param name="frequency">Frequency in Hz</param>
/// <param name="durationSeconds">Duration in seconds</param>
/// <returns>PCM data as a byte array</returns>
public byte[] GenerateTone(double frequency, double durationSeconds)
{
int sampleCount = (int)(_sampleRate * durationSeconds);
byte[] buffer = new byte[sampleCount * (_bitsPerSample / 8)];
for (int i = 0; i < sampleCount; i++)
{
double time = (double)i / _sampleRate;
short sampleValue = (short)(Math.Sin(2 * Math.PI * frequency * time) * short.MaxValue);
buffer[i * 2] = (byte)(sampleValue & 0xFF);
buffer[i * 2 + 1] = (byte)((sampleValue >> 8) & 0xFF);
}
return buffer;
}
/// <summary>
/// Play the generated tone through the speakers.
/// </summary>
/// <param name="frequency">Frequency in Hz</param>
/// <param name="durationSeconds">Duration in seconds</param>
public void PlayTone(double frequency, double durationSeconds)
{
byte[] toneData = GenerateTone(frequency, durationSeconds);
_waveProvider.ClearBuffer();
_waveProvider.AddSamples(toneData, 0, toneData.Length);
_waveOut.Play();
}
/// <summary>
/// Stop playback.
/// </summary>
public void StopTone()
{
_waveOut.Stop();
}
/// <summary>
/// Dispose of resources.
/// </summary>
public void Dispose()
{
_waveOut.Dispose();
}
}
}

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