NAudio 获取音频样本

NAudio Get Audio Samples

我正在使用 NAudio 从当前正在播放的歌曲中获取样本,并在歌曲播放时绘制波形。我正在使用 AudioFileReaderToSampleProvider 将所有样本获取为 float,然后在播放歌曲时将它们绘制成 InkCanvas。我的问题是样本似乎与声音不匹配。我还通过在位于 NAudio 源代码中的 WPF 示例中使用同一首歌曲来验证这一点。在示例中,波形与声音匹配,但在我的应用程序中却不匹配。所以我想知道是否有人可以帮助我找出我在做什么(或阅读)的错误或者我的绘图逻辑是否错误。

这是我当前的代码:

public partial class MainWindow : Window, INotifyPropertyChanged
{
    private ISampleProvider provider;
    private DispatcherTimer timer;
    private AudioFileReader reader;

    private WaveOut waveOut;
    private StylusPointCollection topPoints, bottomPoints;
    private DrawingAttributes attr;

    private double canvasHeight, canvasWidth;
    private int samplesGroupSize;
    private double drawPos = 0;

    private StrokeCollection _WaveformLines;
    public StrokeCollection WaveformLines
    {
        get { return _WaveformLines; } 
        set
        {
            _WaveformLines = value;
            OnPropertyChanged("WaveformLines");
        }
    }

    public MainWindow()
    {
        InitializeComponent();
        this.DataContext = this;
    }

    private void Window_Loaded(object sender, RoutedEventArgs e)
    {
        reader = new AudioFileReader("C:\Users\Agustin\Desktop\DragonRider.mp3");
        waveOut = new WaveOut();
        waveOut.Init(reader);

        provider = reader.ToSampleProvider(); //Here I get the samples
        reader.Position = 0; //Go to the position 0 after reading the samples

        canvasHeight = Waveform.ActualHeight;
        canvasWidth = Waveform.ActualWidth;

        WaveformLines = new StrokeCollection();
        topPoints = new StylusPointCollection();
        topPoints.Add(new StylusPoint(0, (canvasHeight / 2)));
        topPoints.Changed += topPoints_Changed;
        bottomPoints = new StylusPointCollection();
        bottomPoints.Add(new StylusPoint(0, (canvasHeight / 2)));
        bottomPoints.Changed += topPoints_Changed;
        WaveformLines.Add(new Stroke(topPoints));
        WaveformLines.Add(new Stroke(bottomPoints));

        attr = new DrawingAttributes();
        attr.Color = Colors.Green;
        attr.Width = 1.5;
        attr.Height = 1;

        timer = new DispatcherTimer();
        timer.Interval = TimeSpan.FromMilliseconds(1);
        timer.Tick += timer_Tick;
        timer.Start();
        samplesGroupSize = (int)(timer.Interval.TotalSeconds * reader.WaveFormat.SampleRate); //The value for this is 44.
    }

    private void PlayButton_Click(object sender, RoutedEventArgs e)
    {
        waveOut.Play();
    }
    private void PauseButton_Click(object sender, RoutedEventArgs e)
    {
        waveOut.Pause();
    }

    private void timer_Tick(object sender, EventArgs e)
    {
        if (waveOut.PlaybackState == PlaybackState.Playing)
        {
            TimeLabel.Content = string.Format("Time: {0}", reader.CurrentTime.ToString(@"mm\:ss\:ff")); //NEED TO KEEP WORKING
            float[] samps = new float[samplesGroupSize];
            provider.Read(samps, 0, samps.Length);
            float max = Max(samps);
            float min = Min(samps);
            topPoints.Add(new StylusPoint(drawPos, (canvasHeight / 2) - ((canvasHeight / 2) * max)));
            bottomPoints.Add(new StylusPoint(drawPos, (canvasHeight / 2) - ((canvasHeight / 2) * min)));
            drawPos += 2;
            if (drawPos > canvasWidth)
            {
                WaveformLines.Clear();
                topPoints = new StylusPointCollection();
                topPoints.Add(new StylusPoint(0, (canvasHeight / 2)));
                bottomPoints = new StylusPointCollection();
                bottomPoints.Add(new StylusPoint(0, (canvasHeight / 2)));
                WaveformLines.Add(new Stroke(topPoints));
                WaveformLines.Add(new Stroke(bottomPoints));
                drawPos = 0;
            }
        }
    }

    private float Min(float[] samps)
    {
        float max = samps[0];
        foreach (float s in samps)
        {
            if (s > max)
                max = s;
        }
        return max;
    }
    private float Max(float[] samps)
    {
        float min = samps[0];
        foreach (float s in samps)
        {
            if (s < min)
                min = s;
        }
        return min;
    }

    //I excluded the INotifyPropertyChanged implementation, but in the
    //actual code is located here
}

我知道这个绘图算法不是很好,但我试过其他的,他们也似乎不跟随音频。

谢谢。

注意:我知道有类似的问题,但其他问题建议使用我已经在使用的 AudioFileReaderToSampleProvider 之类的东西。我的错误可能更多地与我阅读示例的方式有关,也许我丢失了一些字节或必须跳过一些字节,或者可能缺少一些我没有设置的 属性。

您应该认真考虑使用 WFP example 中处理 read/play 和 最小/最大计算工作 的代码部分。

这会花费您一些努力,但我保证这是值得的。

然后您将使用一个您知道其格式正确的数据集,您可以专注于绘图部分。仔细查看 AudioPlayback.cs 及其与 SampleAggregator.cs 的关系。

您还会发现,与尝试使用 DispatchTimer 相比,在读取(和播放)样本时获取自动回调是刷新波形图的更好方法。它还可以让您避免重新读取波形缓冲区——如果可以的话,您真的想避免这种情况。

编辑:

我测试了您的转换代码,结果 float 值似乎是正确的(在 -1 到 1 的范围内)。所以我认为问题在于您在 WPF 中绘制波形的方式。