NAudio.Core 3.4.0-preview.1

Prefix Reserved
This is a prerelease version of NAudio.Core.
dotnet add package NAudio.Core --version 3.4.0-preview.1
                    
NuGet\Install-Package NAudio.Core -Version 3.4.0-preview.1
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="NAudio.Core" Version="3.4.0-preview.1" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="NAudio.Core" Version="3.4.0-preview.1" />
                    
Directory.Packages.props
<PackageReference Include="NAudio.Core" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add NAudio.Core --version 3.4.0-preview.1
                    
#r "nuget: NAudio.Core, 3.4.0-preview.1"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package NAudio.Core@3.4.0-preview.1
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=NAudio.Core&version=3.4.0-preview.1&prerelease
                    
Install as a Cake Addin
#tool nuget:?package=NAudio.Core&version=3.4.0-preview.1&prerelease
                    
Install as a Cake Tool

NAudio.Core

Nuget

The cross-platform core of NAudio. Contains everything that is independent of the underlying audio API, so it targets plain net9.0 and can be used on Windows, Linux, and macOS.

What's included

  • WaveStream, IWaveProvider, ISampleProvider and associated base classes
  • WaveFormat and format-conversion helpers
  • WAV, AIFF, and raw file readers and writers (WaveFileReader, WaveFileWriter, AiffFileReader, …)
  • Sample providers for mixing, panning, volume, fade in/out, offset/skip/take, mono↔stereo conversion
  • Resampling (WdlResamplingSampleProvider) and pitch shifting (SmbPitchShiftingSampleProvider)
  • Signal generators, envelope generators, a BiQuad filter, and an FFT
  • G.711 (µ-law / a-law) codecs

When to use it

Reference NAudio.Core directly when you want to read, write, or manipulate audio on non-Windows targets, or when you are assembling your own combination of platform packages (NAudio.Wasapi, NAudio.WinMM, NAudio.Asio, …) and don't want the full NAudio meta-package.

See the NAudio documentation site for tutorials and the full API reference, or the GitHub repository for full documentation.

License

MIT.

Product Compatible and additional computed target framework versions.
.NET net9.0 is compatible.  net9.0-android was computed.  net9.0-browser was computed.  net9.0-ios was computed.  net9.0-maccatalyst was computed.  net9.0-macos was computed.  net9.0-tvos was computed.  net9.0-windows was computed.  net10.0 was computed.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages (98)

Showing the top 5 NuGet packages that depend on NAudio.Core:

Package Downloads
NAudio

NAudio is an open source .NET audio library — playback and recording, file readers and writers, MIDI, DSP and effects, plus the core Windows audio backends (WASAPI, Media Foundation and WinMM). ASIO, DMO/DirectSound and WinForms support are separate packages.

NAudio.Wasapi

WASAPI playback and capture (including loopback and process loopback) and Media Foundation codecs for the NAudio audio library. Windows-only at runtime.

NAudio.WinMM

winmm.dll-based Windows audio APIs (WaveOut, WaveIn, MidiIn, MidiOut, ACM) for the NAudio audio library.

NAudio.Midi

Cross-platform MIDI file reading and writing, MIDI message types, and SMPTE timing for the NAudio audio library. On Windows, also provides WinRT (Windows.Devices.Midi) live MIDI input and output.

NAudio.Asio

ASIO driver support for the NAudio audio library — low-latency multichannel playback and capture via ASIO SDK.

GitHub repositories (57)

Showing the top 20 popular GitHub repositories that depend on NAudio.Core:

Repository Stars
AssetRipper/AssetRipper
GUI application to analyze game files
openutau/OpenUtau
Open singing synthesis platform / Open source UTAU successor
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Sample code for the Microsoft Cognitive Services Speech SDK
SciSharp/BotSharp
AI Multi-Agent Framework in .NET
moom825/xeno-rat
Xeno-RAT is an open-source remote access tool (RAT) developed in C#, providing a comprehensive set of features for remote system management. Has features such as HVNC, live microphone, reverse proxy, and much much more!
CXWorld/CapFrameX
Frametime capture and analysis tool
b-editor/beutl
Cross-platform video editing (compositing) software.
lastbattle/Harepacker-resurrected
All in one .wz file/map editor for MapleStory game files
vchelaru/FlatRedBall
Cross-platform 2D game engine focused on ultimate productivity built in .NET
Helion-Engine/Helion
A modern fast paced Doom FPS engine
ciribob/DCS-SimpleRadioStandalone
An open source Stand alone Radio for DCS integrating with all clickable cockpits and FC3 Aircraft
akon47/ScreenRecorder
⏺️ A simple recording program with the ability to record screens and audio on your computer.
malaybaku/VMagicMirror
VRM Software for Windows to move avatar with minimal devices.
Kinovea/Kinovea
Video solution for sport analysis. Capture, inspect, compare, annotate and measure technical performances.
Richasy/Rodel.Agent
支持主流在线 AI 服务的应用
octgn/OCTGN
Online Card and Tabletop Gaming Network
RupertAvery/PSXPackager
A utility to convert Playstation disc images in various formats to PBP format and back
vocoder712/OpenUtauMobile
OpenUtau Mobile 是一个面向移动端的开源免费歌声合成软件; OpenUtau Mobile is a free and open-source singing voice synthesis software for mobile devices.
mhwlng/streamdeck-elite
Elgato Stream Deck plugin for Elite Dangerous
Kermalis/VGMusicStudio
🎵 A program that lets you listen to the music from popular video game formats. 🎵
Version Downloads Last Updated
3.4.0-preview.1 51 10/24/2026
3.3.0 21,886 10/19/2026
3.3.0-preview.1 161 10/17/2026
3.2.0 14,797 10/15/2026
3.2.0-preview.1 151 10/13/2026
3.1.1-preview.2 487 9/21/2026
3.1.1-preview.1 604 9/8/2026
3.1.0 164,690 9/7/2026
3.1.0-preview.2 195 9/5/2026
3.1.0-preview.1 156 9/4/2026
3.0.2-preview.2 792 8/27/2026
3.0.2-preview.1 472 8/20/2026
3.0.1 138,283 8/18/2026
3.0.1-preview.1 198 8/17/2026
3.0.0 13,038 8/15/2026
3.0.0-preview.20 1,055 8/8/2026
3.0.0-preview.19 1,301 7/25/2026
3.0.0-preview.18 2,146 7/16/2026
3.0.0-preview.17 677 7/11/2026
2.4.0 74,924 8/26/2026
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* Hardened file parsers against malformed input: SoundFont files with chunk sizes past the end of the file, or out-of-range/out-of-order preset, instrument, bag, generator or sample indices now throw `InvalidDataException` instead of attempting multi-GB allocations or throwing `IndexOutOfRangeException`/`OverflowException`/`ArgumentException`; WAV cue chunks with a corrupt cue-point count no longer over-allocate or throw; an MP3 whose first frame is too small for the Xing/Info fields it flags is treated as having no Xing header instead of throwing from the `Mp3FileReader` constructor (#1502)
* `SoundFontSampler` skips SoundFont regions with a zero (or out-of-range) sample rate instead of throwing on every note-on (#1502)
* `MidiFile` now pairs note offs with note ons in constant time, so files with many held notes no longer load in quadratic time (#1502)
* `WaveInBuffer`, `WaveOutBuffer` and `MidiIn` no longer free buffers the driver still owns when unprepare reports they are still in use, and `MidiIn` bounds sysex reads by the buffer length; `Vst3Module` loads plug-in binaries by full path (#1502)
* **Breaking:** SFZ `#include` and `sample=` paths that are absolute or UNC/network paths (e.g. `\\server\share\x.wav`, which on Windows can leak credentials) are now refused; relative paths, including `..\Samples\...`, still work. `FileSfzIncludeResolver` and `FileSfzSampleLoader` gain a `rootDirectory` constructor argument to sandbox untrusted SFZ files to a directory, and the shared rules are exposed as `SfzFilePath.Resolve`. `SfzParser` now limits `#include` count and `#define`/`#include` expansion size, and include files are capped at 16 MB (#1501)
* Fixed native buffer overruns and use-after-free bugs: `WasapiOut` could copy past the WASAPI render buffer if an `IWaveProvider` over-reported its read count; DMO `MediaBuffer.Length` accepted values larger than the buffer; `MediaObject.GetInputType`/`GetOutputType`/`GetOutputCurrentType` returned media types pointing at freed memory (`GetWaveFormat()` on them now throws `InvalidOperationException`); `Vst3Plugin` overflowed its native buffers for a huge `maxBlockSize`; macOS `CoreAudioPlayer` could write past the HAL buffer list when the device's stream count shrank; `MediaFoundationReader` could `PropVariantClear` uninitialised memory for media without a duration (#1501)
* **macOS wrappers (preview)**: Fixed Extended Audio File Services reader/writer settings contract to be more accurate after the nullable change landed in #1486. New APIs in the `AudioFileLibraryInformation` class were also added. (#1500)
* **Breaking:** `WaveFormat.FromFormatChunk` (and so `WaveFileReader.WaveFormat`, `AudioFileReader` and anything else reading a WAV fmt chunk) now returns the most specific format type instead of always returning a `WaveFormatExtraData` — a `WaveFormatExtensible`, `AdpcmWaveFormat`, `Gsm610WaveFormat` or `Mp3WaveFormat` where the encoding and extra data allow, a plain `WaveFormat` where there is no extra data, and a `WaveFormatExtraData` only for an encoding with no dedicated subclass. This is the same choice `WaveFormat.MarshalFromPtr` makes, so a format read from a file and the same format read from a native pointer now come back as the same type. Code casting a reader's `WaveFormat` to `WaveFormatExtraData`, or unpacking a `SubFormat` GUID out of its `ExtraData`, should pattern-match on `WaveFormatExtensible` (or call `AsStandardWaveFormat()`) instead (#1497)
* `WaveFormat.MarshalFromPtr` now decodes a WAVE_FORMAT_MPEGLAYER3 block into an `Mp3WaveFormat` rather than a `WaveFormatExtraData` when its cbSize accounts for the 12 MPEGLAYER3WAVEFORMAT bytes (#1497)
* A `WaveFormat` subclass decoded from a format block now reports the `ExtraSize` its `Serialize` actually writes, so a block whose cbSize over-reported the extension (drivers pad it, and a fmt chunk can be padded too) no longer round-trips into a fmt chunk shorter than the cbSize it advertises (#1497)
* Added `BufferedWaveProvider.CompleteAdding()` and `IsAddingCompleted`, so a producer can end the stream: `Read` drains the buffer, returns one unpadded short read even with `ReadFully`, then 0. Added `UnderrunSilenceBytes`, `DiscardedBytes` and `ResetCounters()` to show silence inserted on underrun and audio dropped on overflow (#1492)
* Added `MixingSampleProvider.CompleteAdding()` and `IsAddingCompleted`, so a `ReadFully` mixer ends once its current inputs have ended; `AddMixerInput` after it throws `InvalidOperationException` (#1492)
* **`WdlResamplingSampleProvider` now defaults to sinc resampling** - a new `WdlResamplerQuality` constructor argument selects the algorithm, and the default is now `Sinc64` (64-tap windowed sinc) instead of linear interpolation with IIR filtering, which lost about 2 dB at 10 kHz and 20 dB at 18 kHz and let aliasing through. This is a behaviour change: output samples differ, CPU use is a little higher and about 0.8 ms of latency is added. Pass `WdlResamplerQuality.Linear` to keep the old output exactly. See [Resampling](Docs/Resampling.md) (#1491)
* Added `WdlResamplingSampleProvider.HoldBackOnShortReads` for sources that return short reads mid-stream (e.g. `BufferedWaveProvider` with `ReadFully` off): in sinc mode it holds back the last few output samples of a short read until their input arrives, instead of computing them from silence. `WdlResampler.ResampleOut` gains a matching overload with a `flush` argument (#1491)
* `NAudio.Asio` is now Native AOT compatible. The driver binding no longer uses reflection or runtime marshalling: the IASIO vtable is bound with typed function pointers, and channel info, clock sources and callbacks go through blittable structs. The public API is unchanged. A new test drives the binding against an in-process fake driver, and CI runs it as a Native AOT executable. Also fixed `AsioDriver.DisposeBuffers` freeing its callback table twice when called again, e.g. by `ReleaseDriver` after a failed `AsioDevice.Reinitialize` (#1487)
* **New package: NAudio.Nam** - native C# inference for [Neural Amp Modeler](https://www.neuralampmodeler.com/) captures. Loads A2 (A2-Lite and A2-Full), A1 WaveNet and LSTM `.nam` models and runs them as an allocation-free `NamEffect` (zero latency at the model's sample rate, with built-in sinc resampling at other rates), or through `NamProcessor` for ASIO callbacks. Output matches NeuralAmpModelerCore to within float rounding. See `Docs/NeuralAmpModeler.md` (#1498)
* Added `CabinetEffect`, a zero-latency guitar/bass cabinet simulator: it loads an impulse response from a WAV file at any sample rate, resamples it to the stream rate, and optionally trims its silent tail and normalises its level (#1498)
* Added a zero-latency mode to `PartitionedConvolver` (new constructor overload) and `ConvolutionReverbEffect` (`ZeroLatency`), which applies the first partition of the impulse response directly so there is no partition delay (#1498)
* `PartitionedConvolver` (and so `ConvolutionReverbEffect`) is about 2-3x faster: the frequency-domain multiply-accumulate is now vectorised (#1498)
* Fixed `WdlResampler` (and so `WdlResamplingSampleProvider`) allocating a new input buffer on most calls when the block size varied; the buffer now only grows, so steady-state resampling is allocation-free in both output-driven and input-driven mode (#1498)