OwnAudioSharp 0.25.62
See the version list below for details.
dotnet add package OwnAudioSharp --version 0.25.62
NuGet\Install-Package OwnAudioSharp -Version 0.25.62
<PackageReference Include="OwnAudioSharp" Version="0.25.62" />
<PackageVersion Include="OwnAudioSharp" Version="0.25.62" />
<PackageReference Include="OwnAudioSharp" />
paket add OwnAudioSharp --version 0.25.62
#r "nuget: OwnAudioSharp, 0.25.62"
#addin nuget:?package=OwnAudioSharp&version=0.25.62
#tool nuget:?package=OwnAudioSharp&version=0.25.62
Ownaudio is a cross-platform C# audio library that provides a high-level API for audio playback, recording, and processing. By default, it uses FFmpeg for audio decoding and PortAudio for audio I/O. If ffmpeg or portaudio is not installed, it automatically substitutes the missing one for Miniaudio. This way, it can work without any external dependencies using Miniaudio. The implementation of Miniaudio also allowed the API to be used on mobile platforms.
Features
- Cross-platform compatibility (Windows, macOS, Linux, Android, Ios)
- Audio playback with support for various formats via FFmpeg, or miniaudio (mp3, wav, flac) formats.
- Audio recording capabilities through input devices
- Time stretching and pitch shifting using SoundTouch
- Mixing multiple audio sources
- Volume control and custom audio processing
- Seeking within audio files
- Real-time audio processing with custom sample processors
- Audio data visualize customizable waveform display
Supported Systems
The table below summarizes the supported operating systems, the APIs used, and their testing status.
System | APIs | Status |
---|---|---|
Windows | Portaudio 2, Miniaudio, Ffmpeg 6 | Tested |
Linux | Portaudio 2, Miniaudio, Ffmpeg 6 | Not tested |
MacOs | Portaudio 2, Miniaudio, Ffmpeg 6 | Tested |
Android | Miniaudio | Not tested |
Ios | Miniaudio | Not tested |
The library will attempt to find these dependencies in standard system locations but also supports specifying custom paths.
Installation
You can add this library to your project via NuGet (OwnAudioSharp) or by directly referencing the project.
Optional dependencies: Portaudio and FFmpeg
By default, our code includes Miniaudio, which is ready to use for all systems, so you can get started right away!
If you want to use Portaudio and FFmpeg on certain platforms for extended functionality, you can configure them as follows:
Windows
Grab the FFmpeg 6 files and extract them to a folder.
Copy the Portaudio 2 DLL file to the same folder.
When you initialize
OwnAudio
in your code, just point to the folder path.
Linux
- Use Synaptic package manager (or your distribution's equivalent) to install
portaudio19-dev
(this usually provides Portaudio v2) andffmpeg
(version 6 or compatible).
- For example, on Debian/Ubuntu based systems:
sudo apt update
sudo apt install portaudio19-dev ffmpeg
(Note: Package names may vary slightly depending on your Linux distribution. Make sure you get libraries compatible with FFmpeg version 6.)
OwnAudio
is smart and will automatically find and use them if they are installed systemwide.
macOS
- Launch the terminal and use Homebrew:
brew install portaudio
brew install ffmpeg@6
- After installation, the code will automatically detect and prioritize Portaudio and FFmpeg.
Android and iOS
- Good news! Miniaudio works out of the box on Android and iOS. These platforms don't require any additional steps to handle audio.
Basic Usage
Here's a quick example of how to use Ownaudio to play an audio file:
using Ownaudio;
using Ownaudio.Sources;
using System;
using System.Threading;
// Initialize Ownaudio
OwnAudio.Initialize();
// Create a source manager
var sourceManager = SourceManager.Instance;
// Add an audio file
await sourceManager.AddOutputSource("path/to/audio.mp3");
// Play the audio
sourceManager.Play();
// Wait for the audio to finish
Console.WriteLine("Press any key to stop playback...");
Console.ReadKey();
// Stop playback and clean up
sourceManager.Stop();
OwnAudio.Free();
Advanced Features
Mixing Multiple Audio Sources
// Add multiple audio files
await sourceManager.AddOutputSource("path/to/audio1.mp3");
await sourceManager.AddOutputSource("path/to/audio2.mp3");
// Adjust volume for individual sources
sourceManager.SetVolume(0, 0.8f); // 80% volume for first source
sourceManager.SetVolume(1, 0.6f); // 60% volume for second source
// Play mixed audio
sourceManager.Play();
Audio Recording
// Add an input source
await sourceManager.AddInputSource();
// Start recording
sourceManager.Play("output.wav", 16); // 16-bit recording
Time Stretching and Pitch Shifting
// Change tempo without affecting pitch (value range -20 to +20)
sourceManager.SetTempo(0, 10.0); // Speed up by 10%
// Change pitch without affecting tempo (value range -6 to +6 semitones)
sourceManager.SetPitch(0, 2.0); // Raise pitch by 2 semitones
Seeking Within Audio
// Seek to a specific position
sourceManager.Seek(TimeSpan.FromSeconds(30)); // Seek to 30 seconds
Audio Processing
You can implement custom audio processing by implementing the SampleProcessorBase
class:
public class MyAudioProcessor : SampleProcessorBase
{
public override void Process(Span<float> samples)
{
// Process audio samples
for (int i = 0; i < samples.Length; i++)
{
// Example: Simple gain adjustment
samples[i] *= 0.5f; // 50% volume
}
}
}
// Apply the processor to a source or source manager
var processor = new MyAudioProcessor();
sourceManager.CustomSampleProcessor = processor;
Audio Data Read
// We load the source audio data into a byte array.
byte[] audioByte = sourceManager.Sources[0].GetByteAudioData(TimeSpan.Zero);
// We load the source audio data into a float array.
float[] audioFloat = sourceManager.Sources[0].GetFloatAudioData(TimeSpan.Zero);
WaveAvaloniaDisplay
A flexible, resource-efficient audio waveform visualization component for Avalonia applications.
Key Features
- Multiple display styles: MinMax (classic waveform), Positive (half-wave rectified), or RMS (energy representation)
- Zoom in/out: Supports zooming for detailed audio inspection
- Interactive playback position: Users can change the playback position by clicking or dragging
- Customizable appearance: Colors and scaling are fully customizable
- Optimized performance: Minimal resource usage even with large audio files
Usage
The following example demonstrates how to use the WaveAvaloniaDisplay
component in an Avalonia application:
<Window xmlns="https://github.com/avaloniaui"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:audio="using:Ownaudio.Utilities"
x:Class="MyAudioApp.MainWindow"
Title="Audio Visualizer" Height="450" Width="800">
<Grid>
<audio:WaveAvaloniaDisplay x:Name="waveformDisplay"
WaveformBrush="DodgerBlue"
PlaybackPositionBrush="Red"
VerticalScale="1.0"
DisplayStyle="MinMax"/>
</Grid>
</Window>
C# code
waveformDisplay.SetAudioData(SourceManager.Instance.Sources[0].GetFloatAudioData(TimeSpan.Zero));
waveformDisplay.PlaybackPositionChanged += OnPlaybackPositionChanged;
Properties
Property | Type | Description |
---|---|---|
WaveformBrush | IBrush | The color of the waveform |
PlaybackPositionBrush | IBrush | The color of the playback position indicator |
VerticalScale | double | Vertical scaling of the waveform (1.0 = original size) |
DisplayStyle | WaveformDisplayStyle | The waveform display style (MinMax, Positive, RMS) |
ZoomFactor | double | Zoom factor (1.0 = full view, larger values = more detailed view) |
ScrollOffset | double | Horizontal scroll position (0.0 - 1.0) |
PlaybackPosition | double | Current playback position (0.0 - 1.0) |
Events
Event | Parameter | Description |
---|---|---|
PlaybackPositionChanged | double | Triggered when the user changes the playback position |
Architecture
The library follows a layered architecture:
- Native Libraries (FFmpeg & PortAudio) - Low-level audio I/O and decoding
- Decoders - Audio file decoding (FFmpegDecoder)
- Sources - Audio source management (Source, SourceInput)
- SourceManager - Mixing and controlling multiple sources
- Processors - Custom audio processing pipeline
Support My Work
If you find this project helpful, consider buying me a coffee!
<a href="https://www.buymeacoffee.com/ModernMube" target="_blank"><img src="https://cdn.buymeacoffee.com/buttons/v2/arial-yellow.png" alt="Buy Me A Coffee" style="height: 60px !important;width: 217px !important;" > </a>
Acknowledgements
Special thanks to the creators of the following repositories, whose code was instrumental in the development of Ownaudio:
- Bufdio - Audio playback library for .NET
- FFmpeg.AutoGen - FFmpeg auto generated unsafe bindings for C#/.NET
- soundtouch.net - .NET wrapper for the SoundTouch audio processing library
- Avalonia - Cross-platform .NET UI framework
- SukiUI - Modern UI toolkit for Avalonia
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net8.0 is compatible. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. net9.0 was computed. net9.0-android was computed. net9.0-browser was computed. net9.0-ios was computed. net9.0-maccatalyst was computed. net9.0-macos was computed. net9.0-tvos was computed. net9.0-windows was computed. net10.0 was computed. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net8.0
- Avalonia (>= 11.3.0)
- FFmpeg.AutoGen (>= 6.1.0.1)
- MathNet.Numerics (>= 5.0.0)
- SoundTouch.Net (>= 2.3.2)
- System.Memory (>= 4.6.3)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
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