Initial commit — WPF guitar note name tutor using FFT frequency detection

This commit is contained in:
2026-05-09 03:17:07 +00:00
commit 99b73f710a
30 changed files with 1637 additions and 0 deletions
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<Application x:Class="GuitarNoteNameTutor.App"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
StartupUri="Window.xaml">
<Application.Resources>
</Application.Resources>
</Application>
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using System;
using System.Collections.Generic;
using System.Configuration;
using System.Data;
using System.Linq;
using System.Windows;
namespace GuitarNoteNameTutor
{
/// <summary>
/// Interaction logic for App.xaml
/// </summary>
public partial class App : Application
{
}
}
@@ -0,0 +1,128 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>9.0.30729</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{5C2AEEC3-B46A-4A40-B900-3C23CAD3FD7E}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>GuitarNoteNameTutor</RootNamespace>
<AssemblyName>GuitarNoteNameTutor</AssemblyName>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<ProjectTypeGuids>{60dc8134-eba5-43b8-bcc9-bb4bc16c2548};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Xml.Linq">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Data.DataSetExtensions">
<RequiredTargetFramework>3.5</RequiredTargetFramework>
</Reference>
<Reference Include="System.Data" />
<Reference Include="System.Xml" />
<Reference Include="UIAutomationProvider">
<RequiredTargetFramework>3.0</RequiredTargetFramework>
</Reference>
<Reference Include="WindowsBase">
<RequiredTargetFramework>3.0</RequiredTargetFramework>
</Reference>
<Reference Include="PresentationCore">
<RequiredTargetFramework>3.0</RequiredTargetFramework>
</Reference>
<Reference Include="PresentationFramework">
<RequiredTargetFramework>3.0</RequiredTargetFramework>
</Reference>
</ItemGroup>
<ItemGroup>
<ApplicationDefinition Include="App.xaml">
<Generator>MSBuild:Compile</Generator>
<SubType>Designer</SubType>
</ApplicationDefinition>
<Page Include="SelectDevice.xaml">
<SubType>Designer</SubType>
<Generator>MSBuild:Compile</Generator>
</Page>
<Page Include="Window.xaml">
<Generator>MSBuild:Compile</Generator>
<SubType>Designer</SubType>
</Page>
<Compile Include="App.xaml.cs">
<DependentUpon>App.xaml</DependentUpon>
<SubType>Code</SubType>
</Compile>
<Compile Include="Window.xaml.cs">
<DependentUpon>Window.xaml</DependentUpon>
<SubType>Code</SubType>
</Compile>
</ItemGroup>
<ItemGroup>
<Compile Include="Properties\AssemblyInfo.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
<Compile Include="Properties\Settings.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Settings.settings</DependentUpon>
<DesignTimeSharedInput>True</DesignTimeSharedInput>
</Compile>
<Compile Include="SelectDevice.xaml.cs">
<DependentUpon>SelectDevice.xaml</DependentUpon>
</Compile>
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
</EmbeddedResource>
<None Include="Properties\Settings.settings">
<Generator>SettingsSingleFileGenerator</Generator>
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
</None>
<AppDesigner Include="Properties\" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\FrequencyDetection\FrequencyDetection.csproj">
<Project>{72165201-B9EA-45BD-96F9-9E81094C9BF0}</Project>
<Name>FrequencyDetection</Name>
</ProjectReference>
<ProjectReference Include="..\SoundCapture\SoundCapture.csproj">
<Project>{DAE12676-B26C-4487-A1A5-D7FE2E64E6CE}</Project>
<Name>SoundCapture</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>
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Microsoft Visual Studio Solution File, Format Version 10.00
# Visual Studio 2008
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GuitarNoteNameTutor", "GuitarNoteNameTutor.csproj", "{3B809A99-9D4C-4C38-9EB6-FE7259757543}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{3B809A99-9D4C-4C38-9EB6-FE7259757543}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{3B809A99-9D4C-4C38-9EB6-FE7259757543}.Debug|Any CPU.Build.0 = Debug|Any CPU
{3B809A99-9D4C-4C38-9EB6-FE7259757543}.Release|Any CPU.ActiveCfg = Release|Any CPU
{3B809A99-9D4C-4C38-9EB6-FE7259757543}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal
@@ -0,0 +1,55 @@
using System.Reflection;
using System.Resources;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Windows;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("GuitarNoteNameTutor")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("GuitarNoteNameTutor")]
[assembly: AssemblyCopyright("Copyright © 2009")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
//In order to begin building localizable applications, set
//<UICulture>CultureYouAreCodingWith</UICulture> in your .csproj file
//inside a <PropertyGroup>. For example, if you are using US english
//in your source files, set the <UICulture> to en-US. Then uncomment
//the NeutralResourceLanguage attribute below. Update the "en-US" in
//the line below to match the UICulture setting in the project file.
//[assembly: NeutralResourcesLanguage("en-US", UltimateResourceFallbackLocation.Satellite)]
[assembly: ThemeInfo(
ResourceDictionaryLocation.None, //where theme specific resource dictionaries are located
//(used if a resource is not found in the page,
// or application resource dictionaries)
ResourceDictionaryLocation.SourceAssembly //where the generic resource dictionary is located
//(used if a resource is not found in the page,
// app, or any theme specific resource dictionaries)
)]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:2.0.50727.3082
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace GuitarNoteNameTutor.Properties
{
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "2.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources
{
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources()
{
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager
{
get
{
if ((resourceMan == null))
{
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("GuitarNoteNameTutor.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture
{
get
{
return resourceCulture;
}
set
{
resourceCulture = value;
}
}
}
}
@@ -0,0 +1,117 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
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Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
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<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
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Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
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value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
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<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:2.0.50727.3082
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace GuitarNoteNameTutor.Properties
{
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "9.0.0.0")]
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
{
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
public static Settings Default
{
get
{
return defaultInstance;
}
}
}
}
@@ -0,0 +1,7 @@
<?xml version='1.0' encoding='utf-8'?>
<SettingsFile xmlns="uri:settings" CurrentProfile="(Default)">
<Profiles>
<Profile Name="(Default)" />
</Profiles>
<Settings />
</SettingsFile>
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<Window x:Class="GuitarNoteNameTutor.SelectDevice"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="SelectDevice" Height="263" Width="300" Loaded="Window_Loaded">
<Grid>
<ListBox Margin="12,44,12,41" Name="devicesListBox" ListBoxItem.MouseDoubleClick="lbi_MouseDoubleClick" />
<Label Height="28" HorizontalAlignment="Left" Margin="12,10,0,0" Name="label1" VerticalAlignment="Top" Width="120">Available Devices:</Label>
<Button Height="23" Margin="125,0,93,12" Name="okButton" VerticalAlignment="Bottom" IsDefault="True" Click="okButton_Click">OK</Button>
<Button Height="23" HorizontalAlignment="Right" Margin="0,0,12,12" Name="cancelButton" VerticalAlignment="Bottom" Width="75" IsCancel="True">Cancel</Button>
</Grid>
</Window>
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using System.Windows;
using SoundCapture;
namespace GuitarNoteNameTutor
{
/// <summary>
/// Interaction logic for SelectDevice.xaml
/// </summary>
public partial class SelectDevice
{
SoundCaptureDevice[] _devices;
public SoundCaptureDevice SelectedDevice
{
get { return _devices[devicesListBox.SelectedIndex]; }
}
public SelectDevice()
{
InitializeComponent();
}
private void LoadDevices()
{
devicesListBox.Items.Clear();
int defaultDeviceIndex = 0;
_devices = SoundCaptureDevice.GetDevices();
for (int i = 0; i < _devices.Length; i++)
{
devicesListBox.Items.Add(_devices[i].Name);
if (_devices[i].IsDefault)
defaultDeviceIndex = i;
}
devicesListBox.SelectedIndex = defaultDeviceIndex;
}
private void Window_Loaded(object sender, RoutedEventArgs e)
{
LoadDevices();
}
private void okButton_Click(object sender, RoutedEventArgs e)
{
DialogResult = true;
Close();
}
private void lbi_MouseDoubleClick(object sender, RoutedEventArgs e)
{
DialogResult = true;
Close();
}
}
}
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<Window x:Class="GuitarNoteNameTutor.Window"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="Window" Height="300" Width="300" Closing="Window_Closing">
<Grid>
<Viewbox Margin="4,4,4,41" Stretch="Uniform">
<Label Name="label" FontFamily="Lucida Sans Unicode">Guitar Note Trainer
<Label.Triggers>
<EventTrigger RoutedEvent="Label.Loaded">
<BeginStoryboard>
<Storyboard>
<DoubleAnimation
Storyboard.TargetName="label"
Storyboard.TargetProperty="Opacity"
From="1.0" To="0.0" Duration="0:0:1"
AutoReverse="True" RepeatBehavior="Forever" />
</Storyboard>
</BeginStoryboard>
</EventTrigger>
</Label.Triggers>
</Label>
</Viewbox>
<Button Height="23" Margin="12,0,0,12" Name="startButton" VerticalAlignment="Bottom" HorizontalAlignment="Left" Width="75" Click="startButton_Click">Start</Button>
<Grid>
<Grid.ColumnDefinitions>
<ColumnDefinition Width="3*"></ColumnDefinition>
<ColumnDefinition Width="1*"></ColumnDefinition>
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition Height="1*"></RowDefinition>
<RowDefinition Height="3*"></RowDefinition>
</Grid.RowDefinitions>
<Viewbox Grid.Column="1" Grid.Row="0">
<Label Name="unknownFreqLabel" Visibility="Hidden" Foreground="Red" >?</Label></Viewbox>
</Grid>
<Label Height="28" HorizontalAlignment="Right" Margin="0,0,4,7" Name="frequencyLabel" VerticalAlignment="Bottom" Width="53" HorizontalContentAlignment="Right"></Label>
</Grid>
</Window>
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using System;
using System.Diagnostics;
using System.Windows;
using System.Collections.Generic;
using System.Windows.Threading;
using FrequencyDetection;
using SoundCapture;
namespace GuitarNoteNameTutor
{
/// <summary>
/// Interaction logic for Window1.xaml
/// </summary>
public partial class Window
{
private bool IsListenning { get; set; }
private static readonly Dictionary<int, string> HalfNoteSharpNames =
new Dictionary<int, string>
{
{0, "A"},
{1, "A\u266F"},
{2, "B"},
{3, "C"},
{4, "C\u266F"},
{5, "D"},
{6, "D\u266F"},
{7, "E"},
{8, "F"},
{9, "F\u266F"},
{10, "G"},
{11, "G\u266F"},
};
private static readonly Dictionary<int, string> HalfNoteFlatNames =
new Dictionary<int, string>
{
{0, "A"},
{1, "B\u266D"},
{2, "B"},
{3, "C"},
{4, "D\u266D"},
{5, "D"},
{6, "E\u266D"},
{7, "E"},
{8, "F"},
{9, "G\u266D"},
{10, "G"},
{11, "A\u266D"},
};
static readonly double ToneStep = Math.Pow(2, 1.0 / 12);
private readonly Random _rand = new Random();
FrequencyInfoSource _frequencyInfoSource;
public Window()
{
InitializeComponent();
//timer = new DispatcherTimer {Interval = TimeSpan.FromSeconds(2)};
//timer.Tick += timer_Tick;
//timer.Start();
}
private void StopListenning()
{
IsListenning = false;
_frequencyInfoSource.FrequencyDetected -= FrequencyInfoSource_FrequencyDetected;
_frequencyInfoSource.Stop();
_frequencyInfoSource = null;
}
private void StartListenning(SoundCaptureDevice device)
{
IsListenning = true;
_frequencyInfoSource = new SoundFrequencyInfoSource(device);
_frequencyInfoSource.FrequencyDetected += FrequencyInfoSource_FrequencyDetected;
_frequencyInfoSource.Listen();
}
void FrequencyInfoSource_FrequencyDetected(object sender, FrequencyDetectedEventArgs e)
{
if (!Dispatcher.CheckAccess())
{
Dispatcher.BeginInvoke(
new EventHandler<FrequencyDetectedEventArgs>(FrequencyInfoSource_FrequencyDetected), sender, e);
}
else
{
if (e.Frequency <= 0)
{
unknownFreqLabel.Visibility = Visibility.Visible;
frequencyLabel.Content = "?";
return;
}
unknownFreqLabel.Visibility = Visibility.Hidden;
NoteFrequency closestNote = FindClosestNote(e.Frequency);
label.Content = HalfNoteSharpNames[closestNote.HalfStepsFromA];
frequencyLabel.Content = string.Format("{0:0.0}Hz", e.Frequency);
}
}
private class NoteFrequency
{
public int HalfStepsFromA;
public double Frequency;
}
private static NoteFrequency FindClosestNote(double frequency)
{
const double aFrequency = 440.0;
const int toneIndexOffsetToPositives = 120;
int toneIndex = (int)Math.Round(Math.Log(frequency / aFrequency, ToneStep));
int toneHalfStep = (toneIndexOffsetToPositives + toneIndex) % HalfNoteSharpNames.Count;
Debug.WriteLine(string.Format("{0}, {1}", toneIndexOffsetToPositives + toneIndex, (toneIndexOffsetToPositives + toneIndex) / 12 - 7));
NoteFrequency noteFrequency = new NoteFrequency
{
HalfStepsFromA = toneHalfStep,
Frequency = Math.Pow(ToneStep, toneIndex)*aFrequency,
};
return noteFrequency;
}
private DispatcherTimer timer;
private void Window_Closing(object sender, System.ComponentModel.CancelEventArgs e)
{
if (IsListenning)
{
StopListenning();
}
}
private void startButton_Click(object sender, RoutedEventArgs e)
{
SoundCaptureDevice device = null;
SelectDevice form = new SelectDevice {Owner = this};
bool? dialogResponse = form.ShowDialog();
if (dialogResponse.HasValue && dialogResponse == true)
{
device = form.SelectedDevice;
}
if (device != null)
{
label.Content = string.Empty;
StartListenning(device);
}
}
}
}