title: How to produce precisely-timed tone and silence?
body: <p>I have a C# project that plays Morse code for RSS feeds. I write it using Managed DirectX, only to discover that Managed DirectX is old and deprecated. The task I have is to play pure sine wave bursts interspersed with silence periods (the code) which are precisely timed as to their duration. I need to be able to call a function which plays a pure tone for so many milliseconds, then Thread.Sleep() then play another, etc. At its fastest, the tones and spaces can be as short as 40ms.</p>
  
  <p>It's working quite well in Managed DirectX. To get the precisely timed tone I create 1 sec. of sine wave into a secondary buffer, then to play a tone of a certain duration I seek forward to within x milliseconds of the end of the buffer then play. </p>
  
  <p>I've tried System.Media.SoundPlayer. It's a loser <em>[edit - see my answer below]</em> because you have to Play(), Sleep(), then Stop() for arbitrary tone lengths. The result is a tone that is too long, variable by CPU load. It takes an indeterminate amount of time to actually stop the tone. </p>
  
  <p>I then embarked on a <em>lengthy</em> attempt to use <a href="http://naudio.codeplex.com/" rel="noreferrer">NAudio 1.3</a>. I ended up with a memory resident stream providing the tone data, and again seeking forward leaving the desired length of tone remaining in the stream, then playing. This worked OK on the DirectSoundOut class for a while (see below) but the WaveOut class quickly dies with an internal assert saying that buffers are still on the queue despite PlayerStopped = true. This is odd since I play to the end then put a wait of the same duration between the end of the tone and the start of the next. You'd think that 80ms after starting Play of a 40 ms tone that it wouldn't have buffers on the queue.</p>
  
  <p>DirectSoundOut works well for a while, but its problem is that for every tone burst Play() it spins off a separate thread. Eventually (5 min or so) it just stops working. You can see thread after thread after thread exiting in the Output window while running the project in VS2008 IDE. I don't create new objects during playing, I just Seek() the tone stream then call Play() over and over, so I don't think it's a problem with orphaned buffers/whatever piling up till it's choked.</p>
  
  <p>I'm out of patience on this one, so I'm asking in the hopes that someone here has faced a similar requirement and can steer me in a direction with a likely solution.</p>