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Low, high, bandpass filter using DirectX

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(bufferDesc, device);
buffer.Write(0, stream, (int)stream.Length, LockFlag.EntireBuffer);
buffer.Play(0, BufferPlayFlags.Default);

Thanks in advance
Nov 17 '05 #1
1 5889
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*******@poczta.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(bufferDesc, device);
buffer.Write(0, stream, (int)stream.Length, LockFlag.EntireBuffer);
buffer.Play(0, BufferPlayFlags.Default);

Thanks in advance

Nov 17 '05 #2

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