在 memoryStream 之后处理 writer

Dispose writer after memoryStream

这是我的一段代码:

private static MemoryStream outputStream;


public static void ConvertMp3ToWavStream(string inputPath)
        {                           
            outputStream = new MemoryStream();
            using (Mp3FileReader reader = new Mp3FileReader(inputPath))
            {
                using (WaveStream waveStream = WaveFormatConversionStream.CreatePcmStream(reader))
                {
                    WaveFileWriter waveFileWriter = new WaveFileWriter(outputStream, waveStream.WaveFormat);

                    byte[] bytes = new byte[waveStream.Length];
                    waveStream.Position = 0;
                    waveStream.Read(bytes, 0, (int)waveStream.Length);
                    waveFileWriter.Write(bytes, 0, bytes.Length);
                    waveFileWriter.Flush();                    
                }
            }                
        }

这是我的 CloseAndDispose 方法,我在一些操作后调用它:

private static void CloseAndDispose()
        {
            if (outputStream != null)
            {
                outputStream.Close();
                outputStream.Dispose();
            }
        }

问题:在执行所有操作后,我在内存堆栈中获得了一些内存,但未被释放。据我了解,这是我的 writer。当我尝试处理 writer 时,出现异常。 (无法阅读 MemoryStream)。当我尝试在 CloseAndDispose() 方法之后关闭并处理 writer 时,出现异常。我应该在哪里关闭 waveFileWriter?

您可以将本地 MemoryStream 传递给 WaveFileWriter,然后在处理之前将其复制到全局:

public static void ConvertMp3ToWavStream(string inputPath)
{                           
    outputStream = new MemoryStream();
    var outputStreamLocal = new MemoryStream();
    using (...
    {        
            using (var waveFileWriter = new WaveFileWriter(outputStreamLocal, ...
            {
                ...
                outputStreamLocal.CopyTo(outputStream);
            }
    }
}

NAudio 在 NAudio.Utils 命名空间中有一个名为 IgnoreDisposeStream 的助手 class。在将内存流传递到 WaveFileWriter

之前将其包装在其中一个中
using (var writer = new WaveFileWriter(new IgnoreDisposeStream(outputStream),
                                       waveStream.WaveFormat))
{
    ...
}