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An advanced audio library, written in C#. Provides tons of features. From playing/recording audio to decoding/encoding audio streams/files to processing audio data in realtime (e.g. applying custom effects during playback, create visualizations,...). The possibilities are nearly unlimited.

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CSCore - .NET Audio Library

CSCore is a free .NET audio library which is completely written in C#. Although it is still a rather young project, it offers tons of features like playing or capturing audio, en- or decoding many different codecs, effects and much more!

CSCore is based on a very extensible architecture which allows you to make it fit to your needs without any major effort. You can build music players, voice chats, audio recorders and so on!

For more details, take a look at the source or the online documentation.

Feel free to download or clone the source code:

https://github.com/filoe/cscore.git

You may prefer to install the CSCore nuget package:

Install-Package CSCore

Why CSCore?

  • Highly optimized PERFORMANCE through usage of CLI instructions
  • Designed for newbies and professionals
  • Tons of features
  • Fast support on github, codeplex or stackoverflow
  • High code coverage through unit tests
  • Licensed under the MS-PL (which allows the usage of cscore for commercial products)

Supported Features

Currently the following features are implemented:

  • Realtime audio processing
    • Process audio data in realtime
    • Apply any processors in any order you want in realtime
    • Create custom processors (e.g. effects, analyzes, decoders,...)
  • Codecs *1
    • MP3
    • WAVE (PCM, IeeeFloat, GSM, ADPCM,...)
    • FLAC
    • AAC
    • AC3
    • WMA
    • Raw data
    • OGG-Vorbis (through NVorbis)
  • Speaker Output
    • WaveOut
    • DirectSoundOut (realtime streaming)
    • WASAPI (loop- and event-callback + exclusive mode available)
    • XAudio2
  • Recording
    • WaveIn
    • WASAPI (loop- and event-callback + exclusive mode available)
    • WASAPI loopback capture (capture output from soundcard)
  • DSP Algorithms
    • Fastfouriertransform (FFT)
    • Effects (Echo, Compressor, Reverb, Chorus, Gargle, Flanger,...)
    • Resampler
    • Channel-mixing using custom channel-matrices
    • Generic Equalizer
    • ...
  • XAudio2 support
    • XAudio2.7 and XAudio2.8 support
    • 3D Audio support (see X3DAudio sample)
    • Streaming source voice implementation allowing the client to stream any codec, custom effect,... to XAudio2
    • Optimized for games
  • Mediafoundation encoding and decoding
  • DirectX Media Objects Wrapper
  • CoreAudioAPI Wrapper
    • WASAPI
    • Windows Multimedia Devices
    • Windows Audio Session
    • Endpoint Volume,...
  • Multi-Channel support
  • Flexible
    • Configure and customize any parts of CSCore
    • Use low latency values for realtime performance, high latency values for stability
    • Adjust the audio quality
    • Configure custom channel matrices
    • Create custom effects
    • ...
    • Or simply: Make CSCore fit your needs!
  • Tags (ID3v1, ID3v2, FLAC)
  • Sample Winforms Visualizations
  • Optimized performance though the usage of CLI instructions provided by a custom post compiler

*1 Some Codecs are only available on certain platforms. For more details, see Codeplex-Page.

Some projects using already using cscore:

  • Dopamine: An music player which tries to keep listening to music clean and simple.
  • Hurricane: Is a powerful music player written in C# based on CSCore sound library.
  • Sharpex2D: A game engine which allows you to create beautiful 2D games under .NET for Windows and Mono compatible systems
  • HTLED: A audio visualization displayed on a selfmade 32x16 LED matrix.
  • ...

Samples:

"CSCore - Visualization" Sample:

VIS_SAMPLE

"CSCoreWaveform" Sample:

WAVFRM_SAMPLE

For more samples see Samples

As long as this document is in development, see Codeplex for more details.

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An advanced audio library, written in C#. Provides tons of features. From playing/recording audio to decoding/encoding audio streams/files to processing audio data in realtime (e.g. applying custom effects during playback, create visualizations,...). The possibilities are nearly unlimited.

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