Loads a specific audio channel from the sound file stored inside a memory buffer for editing purposes. The sound file can be a stream file or a MOD music file (see the LoadSound method for supported formats).
You can manage how loaded sound will be added to the existing editing session through a previous call to the SetLoadingMode method.
You can limit the range of sound data that will be loaded from the given sound file with a previous call to the SetLoadingRange method.
For loading a channel from files in RAW format use the LoadSoundChannelFromRawMemory method.
IMPORTANT TOPIC: remember that the memory buffer containing song data must not be moved by the garbage collector and needs to be available till the call to the CloseSound method.
Below you can find a couple of samples that demonstrate how to load a sound stored in memory in Visual Basic.NET and Visual C# : in these samples the file is taken from a file and its contents are stored in memory.
' declare the memory buffer (cannot be a local variable)
Dim m_byteBuffer() As Byte
Private Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click
Dim openFileDialog1 As New OpenFileDialog
If openFileDialog1.ShowDialog() <> DialogResult.OK Then
' put the song file into a stream
Dim streamFile As FileStream
streamFile = New FileStream(openFileDialog1.FileName, FileMode.Open)
Dim binReader As BinaryReader
binReader = New BinaryReader(streamFile)
' reallocate the memory buffer space and store the song
binReader.Read(m_byteBuffer, 0, streamFile.Length)
If audioSoundEditor1.LoadSoundFromMemory(m_byteBuffer, streamFile.Length) = AudioSoundEditor.enumErrorCodes.ERR_NOERROR Then
' do domething
// declare the memory buffer (cannot be a local variable)
byte m_byteBuffer = null;
private void buttonLoad1_Click(object sender, System.EventArgs e)
OpenFileDialog openFileDialog1 = new OpenFileDialog();
if (openFileDialog1.ShowDialog() != DialogResult.OK)
// put the song file into a stream
FileStream streamFile = new FileStream (openFileDialog1.FileName, FileMode.Open);
BinaryReader binReader = new BinaryReader (streamFile);
// allocate the memory buffer space and store the song
m_byteBuffer = new byte[streamFile.Length];
binReader.Read (m_byteBuffer, 0, (int) streamFile.Length);
// load song from memory buffer
if (audioSoundEditor1.LoadSoundFromMemory (m_byteBuffer, (Int32) streamFile.Length) == AudioSoundEditor.enumErrorCodes.ERR_NOERROR)
// do something