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using System.Threading;
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using NAudio.Wave;
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namespace RageCoop.Client
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{
internal static class Voice
{
private static WaveInEvent _waveIn;
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private static readonly BufferedWaveProvider _waveProvider = new BufferedWaveProvider(new WaveFormat(16000, 16, 1));
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private static Thread _thread;
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public static bool WasInitialized() => _thread != null;
public static bool IsRecording() => _waveIn != null;
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public static void ClearAll()
{
_waveProvider.ClearBuffer();
StopRecording();
if (_thread != null && _thread.IsAlive)
{
_thread.Abort();
_thread = null;
}
}
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public static void StopRecording()
{
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if (!IsRecording())
return;
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_waveIn.StopRecording();
_waveIn.Dispose();
_waveIn = null;
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}
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public static void Init()
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{
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if (WasInitialized())
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return;
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// I tried without thread but the game will lag without
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_thread = new Thread(new ThreadStart(() =>
{
while (true)
{
using (var wo = new WaveOutEvent())
{
wo.Init(_waveProvider);
wo.Play();
while (wo.PlaybackState == PlaybackState.Playing)
{
Thread.Sleep(100);
}
}
}
}));
_thread.Start();
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}
public static void StartRecording()
{
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if (IsRecording())
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return;
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_waveIn = new WaveInEvent
{
DeviceNumber = 0,
BufferMilliseconds = 20,
NumberOfBuffers = 1,
WaveFormat = _waveProvider.WaveFormat
};
_waveIn.DataAvailable += WaveInDataAvailable;
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_waveIn.StartRecording();
}
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public static void AddVoiceData(byte[] buffer, int recorded)
{
_waveProvider.AddSamples(buffer, 0, recorded);
}
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private static void WaveInDataAvailable(object sender, WaveInEventArgs e)
{
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if (!IsRecording())
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return;
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Networking.SendVoiceMessage(e.Buffer, e.BytesRecorded);
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}
}
}