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- // dees is om de berekening te laden, in mn form1
- case 32:
- edit.DempWav32();
- newAudio32Header = edit.Get32Header();
- newAudio32 = edit.Get32Body();
- break;
- }
- // dan in bewerk klasse eerst dees
- public void FsToFloatArray()
- {
- using (FileStream fs = new FileStream(pad, FileMode.Open, FileAccess.Read))
- {
- using (BinaryReader br = new BinaryReader(fs))
- {
- byteHeaderArray = new byte[start];
- floatBodyArray = new float[(fs.Length - byteHeaderArray.Length) / 4];
- for (int i = 0; i < start; i++)
- {
- byteHeaderArray[i] = br.ReadByte();
- }
- for (int i = 0; i < floatBodyArray.Length; i++)
- {
- floatBodyArray[i] = br.ReadSingle();
- }
- }
- }
- }
- // dan dees
- public void DempWav32()
- {
- bytesPerSecond = (bps * sampleRate) / 32;
- int vertraag = vertraging * bytesPerSecond * channels;
- //double tempValue;
- int start32 = start / 4;
- for (int i = 0; i < floatBodyArray.Length; i++)
- {
- if (i >= vertraag)
- {
- floatBodyArray[i] = (float)((floatBodyArray[i] + floatBodyArray[i - vertraag]) * (1.0 - demping));
- if (floatBodyArray[i] > 1)
- {
- floatBodyArray[i] = 1;
- }
- else if (floatBodyArray[i] < -1)
- {
- floatBodyArray[i] = -1;
- }
- }
- }
- }
- public byte[] Get32Header()
- {
- return byteHeaderArray;
- }
- public float[] Get32Body()
- {
- return floatBodyArray;
- }
- // trug in form1
- case 32:
- saver = new SaveWav(pad, newAudio32Header, newAudio32);
- break;
- }
- // dan opslaan..
- public void Wav32Opslaan()
- {
- using (FileStream fs = new FileStream(pad, FileMode.Create, FileAccess.Write))
- {
- using (BinaryWriter bw = new BinaryWriter(fs))
- {
- for (int i = 0; i < newAudio32Header.Length; i++)
- {
- bw.Write(newAudio32Header[i]);
- }
- for (int i = 0; i < newAudio32.Length; i++)
- {
- bw.Write(newAudio32[i]);
- }
- }
- }
- }
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