naudio WaveOut 不播放 iSampleProvider 提供的所有数据
naudio WaveOut not playing all data provided by iSampleProvider
我正在使用 nAudio 开发点击生成器。作为测试,我从一个音频文件创建了一个 ISampleProvidor class 到 read/play。 iSampleProvider 读取 PCM(32 位 ieee)wav 文件,然后使用 WaveOut 播放器播放它。 WaveOut 仅播放通过 IsampleProvidor Read() 方法传递的音频的大约 1/4。这会导致播放不稳定。 ISampleProvider read() 方法以正确的时间间隔请求正确数量的数据,但 WaveOut 仅播放提供回接口的前 25% 的样本。知道如何解决这个问题,还是我使用了错误的 classes 来构建点击轨道(BufferedWaveProvider 也可能有效,但它只能缓冲 5 秒的音频)?
public void TestSampleProvider()
{
ISampleProvider mySamples = new MySamples();
var _waveOut = new WaveOut(WaveCallbackInfo.FunctionCallback()) {DeviceNumber = 0};
_waveOut.Init(mySamples);
_waveOut.Play();
Console.ReadLine();
}
public class MySamples : ISampleProvider
{
private float[] samplesFloats;
private int position;
private WaveFileReader clicksound;
public int Read(float[] buffer, int offset, int count)
{
var copyCount = count;
if (position + copyCount > samplesFloats.Count())
{
copyCount = samplesFloats.Count() - position;
}
Console.WriteLine("samplesFloats {0} position {1} copyCount {2} offset {3} time {4}", samplesFloats.Count(), position, copyCount, offset, DateTime.Now.Millisecond);
Buffer.BlockCopy(samplesFloats, position, buffer, offset, copyCount);
position += copyCount;
return copyCount;
}
public MySamples()
{
clicksound = new WaveFileReader(@"C:\temp\sample.wav");
WaveFormat = clicksound.WaveFormat;
samplesFloats = new float[clicksound.SampleCount];
for (int i = 0; i < clicksound.SampleCount; i++)
{
samplesFloats[i] = clicksound.ReadNextSampleFrame()[0];//it;s a mono file
}
}
public WaveFormat WaveFormat { get; private set; }
}
我认为使用 ISampleProvider 的 WaveOut 可能存在问题,所以我使用 IWaveProvider 接口来做同样的事情。事实上,这里有一个简单的框架 class,用于向 waveout 发送一个无休止的点击。如果你让它 运行 很长时间,这可能会 运行 进入内存问题,但对于流行歌曲来说应该没问题。此外,这仅适用于 32 位文件(注意字节缓冲区上的 *4)
public class MyClick : IWaveProvider
{
private int position;
private WaveFileReader clicksound;
private byte[] samplebuff;
MemoryStream _byteStream = new System.IO.MemoryStream();
public MyClick(float bpm=120)
{
clicksound = new WaveFileReader(@"click_sample.wav");
var bpmsampleslen = (60 / bpm) * clicksound.WaveFormat.SampleRate;
samplebuff = new byte[(int) bpmsampleslen*4];
clicksound.Read(samplebuff, 0,(int) clicksound.Length);
_byteStream.Write(samplebuff, 0, samplebuff.Length);
_byteStream.Position = 0;
WaveFormat = clicksound.WaveFormat;
}
public int Read(byte[] buffer, int offset, int count)
{
//we reached the end of the stream add another one to the end and keep playing
if (count + _byteStream.Position > _byteStream.Length)
{
var holdpos = _byteStream.Position;
_byteStream.Write(samplebuff, 0, samplebuff.Length);
_byteStream.Position = holdpos;
}
return _byteStream.Read(buffer, offset, count);
}
public WaveFormat WaveFormat { get; private set; }
}
我正在使用 nAudio 开发点击生成器。作为测试,我从一个音频文件创建了一个 ISampleProvidor class 到 read/play。 iSampleProvider 读取 PCM(32 位 ieee)wav 文件,然后使用 WaveOut 播放器播放它。 WaveOut 仅播放通过 IsampleProvidor Read() 方法传递的音频的大约 1/4。这会导致播放不稳定。 ISampleProvider read() 方法以正确的时间间隔请求正确数量的数据,但 WaveOut 仅播放提供回接口的前 25% 的样本。知道如何解决这个问题,还是我使用了错误的 classes 来构建点击轨道(BufferedWaveProvider 也可能有效,但它只能缓冲 5 秒的音频)?
public void TestSampleProvider()
{
ISampleProvider mySamples = new MySamples();
var _waveOut = new WaveOut(WaveCallbackInfo.FunctionCallback()) {DeviceNumber = 0};
_waveOut.Init(mySamples);
_waveOut.Play();
Console.ReadLine();
}
public class MySamples : ISampleProvider
{
private float[] samplesFloats;
private int position;
private WaveFileReader clicksound;
public int Read(float[] buffer, int offset, int count)
{
var copyCount = count;
if (position + copyCount > samplesFloats.Count())
{
copyCount = samplesFloats.Count() - position;
}
Console.WriteLine("samplesFloats {0} position {1} copyCount {2} offset {3} time {4}", samplesFloats.Count(), position, copyCount, offset, DateTime.Now.Millisecond);
Buffer.BlockCopy(samplesFloats, position, buffer, offset, copyCount);
position += copyCount;
return copyCount;
}
public MySamples()
{
clicksound = new WaveFileReader(@"C:\temp\sample.wav");
WaveFormat = clicksound.WaveFormat;
samplesFloats = new float[clicksound.SampleCount];
for (int i = 0; i < clicksound.SampleCount; i++)
{
samplesFloats[i] = clicksound.ReadNextSampleFrame()[0];//it;s a mono file
}
}
public WaveFormat WaveFormat { get; private set; }
}
我认为使用 ISampleProvider 的 WaveOut 可能存在问题,所以我使用 IWaveProvider 接口来做同样的事情。事实上,这里有一个简单的框架 class,用于向 waveout 发送一个无休止的点击。如果你让它 运行 很长时间,这可能会 运行 进入内存问题,但对于流行歌曲来说应该没问题。此外,这仅适用于 32 位文件(注意字节缓冲区上的 *4)
public class MyClick : IWaveProvider
{
private int position;
private WaveFileReader clicksound;
private byte[] samplebuff;
MemoryStream _byteStream = new System.IO.MemoryStream();
public MyClick(float bpm=120)
{
clicksound = new WaveFileReader(@"click_sample.wav");
var bpmsampleslen = (60 / bpm) * clicksound.WaveFormat.SampleRate;
samplebuff = new byte[(int) bpmsampleslen*4];
clicksound.Read(samplebuff, 0,(int) clicksound.Length);
_byteStream.Write(samplebuff, 0, samplebuff.Length);
_byteStream.Position = 0;
WaveFormat = clicksound.WaveFormat;
}
public int Read(byte[] buffer, int offset, int count)
{
//we reached the end of the stream add another one to the end and keep playing
if (count + _byteStream.Position > _byteStream.Length)
{
var holdpos = _byteStream.Position;
_byteStream.Write(samplebuff, 0, samplebuff.Length);
_byteStream.Position = holdpos;
}
return _byteStream.Read(buffer, offset, count);
}
public WaveFormat WaveFormat { get; private set; }
}