I have 6 audio sources which I need to play on 6 separate channels using ASIO.
I managed to get this working using WaveOutEvent
as the output, but when I switch to AsioOut
I get a null reference error, and I can't figure out what I'm doing wrong.
I need to use ASIO since I require 6 output channels and because I have to broadcast the audio over the network using Dante protocol. The output device is a Dante Virtual Soundcard.
The error is:
NullReferenceException: Object reference not set to an instance of an object
NAudio.Wave.AsioOut.driver_BufferUpdate (System.IntPtr[] inputChannels, System.IntPtr[] outputChannels) (at <7b1c1a8badc0497bac142a81b5ef5bcf>:0)
NAudio.Wave.Asio.AsioDriverExt.BufferSwitchCallBack (System.Int32 doubleBufferIndex, System.Boolean directProcess) (at <7b1c1a8badc0497bac142a81b5ef5bcf>:0)
UnityEngine.<>c:<RegisterUECatcher>b__0_0(Object, UnhandledExceptionEventArgs)
This is the (simplified) code that plays the audio. The buffers are filled by other methods in external classes.
using NAudio.Wave;
using System;
using System.Collections.Generic;
public class AudioMultiplexer
{
MultiplexingWaveProvider multiplexer;
AsioOut asioOut;
public List<BufferedWaveProvider> buffers;
public int outputChannels = 6;
public int waveFormatSampleRate = 48000;
public int waveFormatBitDepth = 24;
public int waveFormatChannels = 2;
public void Start()
{
buffers = new List<BufferedWaveProvider>();
var outputFormat = new WaveFormat(waveFormatSampleRate, waveFormatBitDepth, waveFormatChannels);
for (int i = 0; i < outputChannels; i++)
{
var buffer = new BufferedWaveProvider(outputFormat);
buffer.DiscardOnBufferOverflow = true;
// Make sure the buffers are big enough, just in case
buffer.BufferDuration = TimeSpan.FromMinutes(5);
buffers.Add(buffer);
}
multiplexer = new MultiplexingWaveProvider(buffers, outputChannels);
for (int i = 0; i < outputChannels; i++)
{
// Each input has 2 channels, left & right, take only one channel from each input source
multiplexer.ConnectInputToOutput(i * 2, i);
}
var driverName = GetDanteDriverName();
if (string.IsNullOrEmpty(driverName))
{
return;
}
asioOut = new AsioOut(driverName);
asioOut.AudioAvailable += AsioOut_AudioAvailable;
asioOut.Init(multiplexer);
asioOut.Play();
}
private void AsioOut_AudioAvailable(object sender, AsioAudioAvailableEventArgs e)
{
// Do nothing for now
Console.WriteLine("Audio available");
}
private string GetDanteDriverName()
{
foreach (var driverName in AsioOut.GetDriverNames())
{
if (driverName.Contains("Dante Virtual Soundcard"))
{
return driverName;
}
}
return null;
}
private void OnDestroy()
{
asioOut.Stop();
asioOut.Dispose();
asioOut = null;
}
}
I may have a misunderstanding of how AsioOut works but I'm not sure where to start on this or how to debug the error.
You can use the Low-latency Multichannel Audio asset for unity to play multi-channel audio with asio. It's made especially for unity, unlike naudio, and it works without problems!