NLayer is a fully managed, MIT-licensed MP3 to WAV decoder implemented in C# based on the MPEG specifications.
NLayer targets netstandard2.0 and net8.0, so it runs on .NET Framework 4.6.1+, .NET 8+, Unity, and Mono.
NLayer.NAudioSupport targets net9.0, because NAudio 3 does — see
Which NLayer.NAudioSupport version? below.
To use NLayer for decoding MP3, first reference NLayer.
using NLayer;Then create an MpegFile, pass a file name or a stream to the constructor, and use ReadSamples for decoding the content:
// samples per second times channel count
const int samplesCount = 44100;
var fileName = "myMp3File.mp3";
var mpegFile = new MpegFile(filename);
float[] samples = new float[samplesCount];
int readCount = mpegFile.ReadSamples(samples, 0, samplesCount);More information could be found in code documents.
NLayer is capable of using in conjunction with NAudio for file conversion and real-time playback.
You need to reference NAudio, NLayer and NLayer.NAudioSupport first.
using NAudio.Wave;
using NLayer.NAudioSupport;Then create an Mp3FileReader, passing in a FrameDecompressorBuilder that uses the Mp3FrameDecompressor from NLayer.NAudioSupport:
var fileName = "myMp3File.mp3";
var builder = new Mp3FileReader.FrameDecompressorBuilder(wf => new Mp3FrameDecompressor(wf));
var reader = new Mp3FileReaderBase(fileName, builder);
// play or process the file, e.g.:
waveOut.Init(reader);
waveOut.Play();NAudio 3 dropped .NET Framework and netstandard2.0: NAudio.Core 3.x ships a
single net9.0 assembly. NLayer.NAudioSupport therefore comes in two lines,
and picking the wrong one is not a compile error — NuGet will happily unify
NAudio.Core up to 3.x behind the rest of an NAudio 2 install and fail at
runtime instead.
| NLayer.NAudioSupport | Targets | Works with |
|---|---|---|
| 3.x | net9.0 |
NAudio 3 |
| 2.x | netstandard2.0, net8.0 |
NAudio 2 |
If you are still on NAudio 2, or need .NET Framework / Unity / Mono, stay on
NLayer.NAudioSupport 2.x. The NLayer package itself is unaffected: it is
still netstandard2.0 and net8.0 on both lines, so the decoder remains
available everywhere it always was.
On 3.x, Mp3FrameDecompressor and ManagedMpegStream implement NAudio 3's
Span<byte> overloads directly, so decoding does not bounce through a pooled
byte[]. MpegFile and MpegFrameDecoder gained matching Span<T> overloads
for that; they are compiled into the net8.0 asset only, so the
netstandard2.0 build stays free of a System.Memory dependency.
dotnet build NLayer.sln -c Release
dotnet test NLayer.sln -c ReleaseEvery push and pull request is built and tested by the build GitHub Actions
workflow.
Assemblies are strong-named with NLayerStrongNameKey.snk (checked into the
repo root). Compiler warnings are treated as errors; the broader .NET
code-analysis (CA) analyzers are not enabled — turning them on surfaces ~110
mostly-mechanical style/perf suggestions that can be addressed incrementally.
Versioning is centralised in Directory.Build.props (<VersionPrefix>) and
shared by both the NLayer and NLayer.NAudioSupport packages. Release notes
live in RELEASE_NOTES.md. Packages are published to NuGet by the release
workflow, which uses NuGet trusted publishing (OIDC) — no API key is stored in
the repository.
- Pre-release: run the
releaseworkflow manually (Actions → release → Run workflow) frommain. It publishes<VersionPrefix>-preview.<run>, or pass amilestonesuch asrc.1for<VersionPrefix>-rc.1. - Final release: bump
<VersionPrefix>, rename the### Unreleasedheading inRELEASE_NOTES.mdto### <version> (DD MMM YYYY), commit, then push a matchingv<version>tag (e.g.v2.0.0). The workflow packs, pushes to NuGet, and creates a GitHub Release.
See Docs/Releasing.md for the full step-by-step guide,
trusted-publishing setup, and troubleshooting.