Hi,
I have a problem. I don't know how to create lowpass, highpass and
bandpass filter. I capture the sound using CaptureBuffer from DirectX
library. Then I create memory buffor as follow:
int BUFFER_SIZE = 100000;
byte [] data = (byte[])captureBuffer. Read(0 , typeof(byte),
LockFlag.None, BUFFER_SIZE );
MemoryStream stream = new MemoryStream( data, false );
Buffer buffer = new Buffer(bufferDe sc, device);
buffer.Write(0, stream, (int)stream.Len gth, LockFlag.Entire Buffer);
buffer.Play(0, BufferPlayFlags .Default);
Thanks in advance 1 5912
There are some nice articles over on codeproject.com by authors such as
Ianier Munoz (an MVP from Belgium) and others, that deal with this type of
stuff.
Also, there are some active threads on the Gotdotnet.com forums dealing with
various DirectX issues.
Basically, you need to route the stream you're currently sending into the
PlayBuffer into a filter of your choice, and then the output from THAT into
your PlayBuffer.
--Peter
"Woojtos" <wo*******@pocz ta.onet.pl> wrote in message
news:d3******** **@nemesis.news .tpi.pl... Hi,
I have a problem. I don't know how to create lowpass, highpass and bandpass filter. I capture the sound using CaptureBuffer from DirectX library. Then I create memory buffor as follow:
int BUFFER_SIZE = 100000; byte [] data = (byte[])captureBuffer. Read(0 , typeof(byte), LockFlag.None, BUFFER_SIZE ); MemoryStream stream = new MemoryStream( data, false ); Buffer buffer = new Buffer(bufferDe sc, device); buffer.Write(0, stream, (int)stream.Len gth, LockFlag.Entire Buffer); buffer.Play(0, BufferPlayFlags .Default);
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