我正在开发适用于音频数据的UWP应用程序(适用于Windows 10)。它以浮点数样本的形式在开始时接收样本缓冲区,这些项目从-1f变为1f。 之前我使用过NAudio.dll 1.8.0,它提供了所有必要的功能。 使用WaveFileReader,waveBuffer.FloatBuffer,WaveFileWriter类。 但是,当我完成此应用程序并尝试构建Relese版本时,出现此错误: ILT0042:目前不支持指针类型数组:' System.Int32 * []'。
我试图解决它:
1)https://forums.xamarin.com/discussion/73169/uwp-10-build-fail-arrays-of-pointer-types-error
建议删除.dll的链接,但我需要它。
2)我尝试使用Manage NuGet Packages安装相同版本的NAudio,但WaveFileReader,WaveFileWriter不可用。
3)在NAudio开发人员的回答(How to store a .wav file in Windows 10 with NAudio)中,我已经阅读了有关使用AudioGraph的内容,但我只能在实时播放中构建浮点数样本,但我需要在音频后立即获取完整的样本包文件上传。在录制过程或播放过程中获取样本的示例: https://docs.microsoft.com/ru-ru/windows/uwp/audio-video-camera/audio-graphs
这就是我需要帮助的原因:如何在音频文件上传后让FloatBuffer处理样本?例如,用于构建音频波或应用音频效果的计算。
提前谢谢。
我尝试过使用FileStream和BitConverter.ToSingle(),但是与NAudio相比,我有不同的结果。 换句话说,我仍在寻找解决方案。
private float[] GetBufferArray()
{
string _path = ApplicationData.Current.LocalFolder.Path.ToString() + "/track_1.mp3";
FileStream _stream = new FileStream(_path, FileMode.Open);
BinaryReader _binaryReader = new BinaryReader(_stream);
int _dataSize = _binaryReader.ReadInt32();
byte[] _byteBuffer = _binaryReader.ReadBytes(_dataSize);
int _sizeFloat = sizeof(float);
float[] _floatBuffer = new float[_byteBuffer.Length / _sizeFloat];
for (int i = 0, j = 0; i < _byteBuffer.Length - _sizeFloat; i += _sizeFloat, j++)
{
_floatBuffer[j] = BitConverter.ToSingle(_byteBuffer, i);
}
return _floatBuffer;
}
答案 0 :(得分:2)
从UWP中的音频文件中读取样本的另一种方法是使用AudioGraph API。它适用于Windows10支持的所有音频格式
以下是示例代码
namespace AudioGraphAPI_read_samples_from_file
{
// App opens a file using FileOpenPicker and reads samples into array of
// floats using AudioGragh API
// Declare COM interface to access AudioBuffer
[ComImport]
[Guid("5B0D3235-4DBA-4D44-865E-8F1D0E4FD04D")]
[InterfaceType(ComInterfaceType.InterfaceIsIUnknown)]
unsafe interface IMemoryBufferByteAccess
{
void GetBuffer(out byte* buffer, out uint capacity);
}
public sealed partial class MainPage : Page
{
StorageFile mediaFile;
AudioGraph audioGraph;
AudioFileInputNode fileInputNode;
AudioFrameOutputNode frameOutputNode;
/// <summary>
/// We are going to fill this array with audio samples
/// This app loads only one channel
/// </summary>
float[] audioData;
/// <summary>
/// Current position in audioData array for loading audio samples
/// </summary>
int audioDataCurrentPosition = 0;
public MainPage()
{
this.InitializeComponent();
}
private async void Open_Button_Click(object sender, RoutedEventArgs e)
{
// We ask user to pick an audio file
FileOpenPicker filePicker = new FileOpenPicker();
filePicker.SuggestedStartLocation = PickerLocationId.MusicLibrary;
filePicker.FileTypeFilter.Add(".mp3");
filePicker.FileTypeFilter.Add(".wav");
filePicker.FileTypeFilter.Add(".wma");
filePicker.FileTypeFilter.Add(".m4a");
filePicker.ViewMode = PickerViewMode.Thumbnail;
mediaFile = await filePicker.PickSingleFileAsync();
if (mediaFile == null)
{
return;
}
// We load samples from file
await LoadAudioFromFile(mediaFile);
// We wait 5 sec
await Task.Delay(5000);
if (audioData == null)
{
ShowMessage("Error loading samples");
return;
}
// After LoadAudioFromFile method finished we can use audioData
// For example we can find max amplitude
float max = audioData[0];
for (int i = 1; i < audioData.Length; i++)
if (Math.Abs(audioData[i]) > Math.Abs(max))
max = audioData[i];
ShowMessage("Maximum is " + max.ToString());
}
private async void ShowMessage(string Message)
{
var dialog = new MessageDialog(Message);
await dialog.ShowAsync();
}
private async Task LoadAudioFromFile(StorageFile file)
{
// We initialize an instance of AudioGraph
AudioGraphSettings settings =
new AudioGraphSettings(
Windows.Media.Render.AudioRenderCategory.Media
);
CreateAudioGraphResult result1 = await AudioGraph.CreateAsync(settings);
if (result1.Status != AudioGraphCreationStatus.Success)
{
ShowMessage("AudioGraph creation error: " + result1.Status.ToString());
}
audioGraph = result1.Graph;
if (audioGraph == null)
return;
// We initialize FileInputNode
CreateAudioFileInputNodeResult result2 =
await audioGraph.CreateFileInputNodeAsync(file);
if (result2.Status != AudioFileNodeCreationStatus.Success)
{
ShowMessage("FileInputNode creation error: " + result2.Status.ToString());
}
fileInputNode = result2.FileInputNode;
if (fileInputNode == null)
return;
// We read audio file encoding properties to pass them to FrameOutputNode creator
AudioEncodingProperties audioEncodingProperties = fileInputNode.EncodingProperties;
// We initialize FrameOutputNode and connect it to fileInputNode
frameOutputNode = audioGraph.CreateFrameOutputNode(audioEncodingProperties);
fileInputNode.AddOutgoingConnection(frameOutputNode);
// We add a handler achiving the end of a file
fileInputNode.FileCompleted += FileInput_FileCompleted;
// We add a handler which will transfer every audio frame into audioData
audioGraph.QuantumStarted += AudioGraph_QuantumStarted;
// We initialize audioData
int numOfSamples = (int)Math.Ceiling(
(decimal)0.0000001
* fileInputNode.Duration.Ticks
* fileInputNode.EncodingProperties.SampleRate
);
audioData = new float[numOfSamples];
audioDataCurrentPosition = 0;
// We start process which will read audio file frame by frame
// and will generated events QuantumStarted when a frame is in memory
audioGraph.Start();
}
private void FileInput_FileCompleted(AudioFileInputNode sender, object args)
{
audioGraph.Stop();
}
private void AudioGraph_QuantumStarted(AudioGraph sender, object args)
{
AudioFrame frame = frameOutputNode.GetFrame();
ProcessInputFrame(frame);
}
unsafe private void ProcessInputFrame(AudioFrame frame)
{
using (AudioBuffer buffer = frame.LockBuffer(AudioBufferAccessMode.Read))
using (IMemoryBufferReference reference = buffer.CreateReference())
{
// We get data from current buffer
((IMemoryBufferByteAccess)reference).GetBuffer(
out byte* dataInBytes,
out uint capacityInBytes
);
// We discard first frame; it's full of zeros because of latency
if (audioGraph.CompletedQuantumCount == 1) return;
float* dataInFloat = (float*)dataInBytes;
uint capacityInFloat = capacityInBytes / sizeof(float);
// Number of channels defines step between samples in buffer
uint step = fileInputNode.EncodingProperties.ChannelCount;
// We transfer audio samples from buffer into audioData
for (uint i = 0; i < capacityInFloat; i += step)
{
if (audioDataCurrentPosition < audioData.Length)
{
audioData[audioDataCurrentPosition] = dataInFloat[i];
audioDataCurrentPosition++;
}
}
}
}
}
}
已编辑:它解决了这个问题,因为它将文件中的样本读入浮点数组
答案 1 :(得分:1)
导入声明
using NAudio.Wave;
using NAudio.Wave.SampleProviders;
内部功能
AudioFileReader reader = new AudioFileReader(filename);
ISampleProvider isp = reader.ToSampleProvider();
float[] buffer = new float[reader.Length / 2];
isp.Read(buffer, 0, buffer.Length);
缓冲区数组将具有32位IEEE浮点样本。 这是使用NAudio Nuget包Visual Studio。
答案 2 :(得分:0)
从Wav文件获取AudioData的第一种流行方式。
感谢PI用户的回答How to read the data in a wav file to an array,我解决了UWP项目中浮点数组中wav文件读取的问题。 但是当使用AudioGraph在wav文件中记录时,文件的结构与标准结构不同(可能只在我的项目中有这样的问题)。这会导致不可预测的结果。我们收到value1263424842而不是可预测的544501094获取格式ID。之后,以下所有值都显示不正确。我已经找到了正确的id顺序搜索字节。我意识到AudioGraph为记录的wav文件添加了额外的数据块,但是记录的格式仍然是PCM。这些额外的数据块看起来像有关文件格式的数据,但它也包含空值,空字节。我找不到任何有关这方面的信息,也许这里有人知道吗? PI的解决方案改变了我的需求。这就是我所拥有的:
using (FileStream fs = File.Open(filename, FileMode.Open))
{
BinaryReader reader = new BinaryReader(fs);
int chunkID = reader.ReadInt32();
int fileSize = reader.ReadInt32();
int riffType = reader.ReadInt32();
int fmtID;
long _position = reader.BaseStream.Position;
while (_position != reader.BaseStream.Length-1)
{
reader.BaseStream.Position = _position;
int _fmtId = reader.ReadInt32();
if (_fmtId == 544501094) {
fmtID = _fmtId;
break;
}
_position++;
}
int fmtSize = reader.ReadInt32();
int fmtCode = reader.ReadInt16();
int channels = reader.ReadInt16();
int sampleRate = reader.ReadInt32();
int byteRate = reader.ReadInt32();
int fmtBlockAlign = reader.ReadInt16();
int bitDepth = reader.ReadInt16();
int fmtExtraSize;
if (fmtSize == 18)
{
fmtExtraSize = reader.ReadInt16();
reader.ReadBytes(fmtExtraSize);
}
int dataID = reader.ReadInt32();
int dataSize = reader.ReadInt32();
byte[] byteArray = reader.ReadBytes(dataSize);
int bytesForSamp = bitDepth / 8;
int samps = dataSize / bytesForSamp;
float[] asFloat = null;
switch (bitDepth)
{
case 16:
Int16[] asInt16 = new Int16[samps];
Buffer.BlockCopy(byteArray, 0, asInt16, 0, dataSize);
IEnumerable<float> tempInt16 =
from i in asInt16
select i / (float)Int16.MaxValue;
asFloat = tempInt16.ToArray();
break;
default:
return false;
}
//For one channel wav audio
floatLeftBuffer.AddRange(asFloat);
从缓冲区到文件记录具有逆算法。此时,这是唯一一个使用wav文件的正确算法,可以获取音频数据。 使用本文使用AudioGraph - https://docs.microsoft.com/ru-ru/windows/uwp/audio-video-camera/audio-graphs。请注意,您可以使用从MIC到文件的AudioEncodingQuality重新设置记录格式的必要数据。
使用Nugget包中的NAudio获取AudioData的第二种方式。
我使用了MediaFoundationReader类。
float[] floatBuffer;
using (MediaFoundationReader media = new MediaFoundationReader(path))
{
int _byteBuffer32_length = (int)media.Length * 2;
int _floatBuffer_length = _byteBuffer32_length / sizeof(float);
IWaveProvider stream32 = new Wave16ToFloatProvider(media);
WaveBuffer _waveBuffer = new WaveBuffer(_byteBuffer32_length);
stream32.Read(_waveBuffer, 0, (int)_byteBuffer32_length);
floatBuffer = new float[_floatBuffer_length];
for (int i = 0; i < _floatBuffer_length; i++) {
floatBuffer[i] = _waveBuffer.FloatBuffer[i];
}
}
比较我注意到的两种方式:
如果您发现任何错误或对此有任何意见,欢迎。