使用生成的波形数据在.NET中播放声音

时间:2009-07-05 16:59:43

标签: c# .net vb.net audio waveform

如何根据我的.NET程序从用户输入和数学函数生成的波形数据播放声音?

“波形数据”是指固定间隔时间序列(可能是44.1 kHz)中的SPL(声压级)值。我认为这需要某种流缓冲区安排。

请注意,这必须是实时/实时的,所以只创建一个.wav文件然后播放它就不够了。 VB.NET是首选,但C#也可以接受。

只是为了澄清:我正在寻找的是一个简单的工作代码示例。

6 个答案:

答案 0 :(得分:4)

您可以使用NAudio执行此操作。您创建一个派生自WaveStream的流,并在其覆盖的Read方法中,返回可以动态生成的样本。您可以控制声卡使用的缓冲区大小,从而控制延迟。

答案 1 :(得分:3)

How to play from an array of doubles

    PlayerEx pl = new PlayerEx();

    private static void PlayArray(PlayerEx pl)
    {
        double fs = 8000; // sample freq
        double freq = 1000; // desired tone
        short[] mySound = new short[4000];
        for (int i = 0; i < 4000; i++)
        {
            double t = (double)i / fs; // current time
            mySound[i] = (short)(Math.Cos(t * freq) * (short.MaxValue));
        }
        IntPtr format = AudioCompressionManager.GetPcmFormat(1, 16, (int)fs);
        pl.OpenPlayer(format);
        byte[] mySoundByte = new byte[mySound.Length * 2];
        Buffer.BlockCopy(mySound, 0, mySoundByte, 0, mySoundByte.Length);
        pl.AddData(mySoundByte);
        pl.StartPlay();
    }

答案 2 :(得分:1)

使用任意数据加载this thread缓冲区并播放时,请查看DirectSound

每条评论:是的,我知道。您需要将C ++转换为C#或VB.NET。但是,这个概念很重要。您创建一个辅助DirectSound缓冲区,然后使用它来流式传输到主缓冲区并播放。

答案 3 :(得分:1)

IrrKlangBASS.net(在“其他API”下),NAudioCLAMG3D以及其他可以执行此操作的人。

答案 4 :(得分:0)

我认为您需要使用DirectSoundDirectX API)。它可以使用生成的数据来填充缓冲区。

可能像thishere在后面的机器中)会有所帮助

答案 5 :(得分:0)

我有这段代码,但你必须有代码才能在内存中生成你的wav文件。

Option Strict Off
Option Explicit On
Imports Microsoft.DirectX.DirectSound
Imports Microsoft.DirectX
Imports System.Threading

Public Class Form1
Const SRATE As Integer = 44100
Const FREQ As Integer = 440
Const DUR As Integer = 1

Private dsDesc As BufferDescription
Private wvFormat As WaveFormat
Private DS As Device

Dim SecondaryBuffer As Microsoft.DirectX.DirectSound.SecondaryBuffer
Dim BufferDescription As Microsoft.DirectX.DirectSound.BufferDescription
Dim DXFormat As Microsoft.DirectX.DirectSound.WaveFormat
Dim sbuf(DUR * SRATE) As Short


Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load
    Show()
    DS = New Microsoft.DirectX.DirectSound.Device
    DS.SetCooperativeLevel(Me, CooperativeLevel.Normal)
    wvFormat.FormatTag = WaveFormatTag.Pcm
    wvFormat.Channels = 1
    wvFormat.SamplesPerSecond = SRATE
    wvFormat.BitsPerSample = 16
    wvFormat.AverageBytesPerSecond = 2 * SRATE
    wvFormat.BlockAlign = 2
    dsDesc = New BufferDescription(wvFormat)
    dsDesc.BufferBytes = 2 * DUR * SRATE
    dsDesc.Flags = 0
    Dim buff1 = PlayWave(400)
    Dim buff2 = PlayWave(600)
    buff1 = PlayWave(400)
    buff1.Play(0, Microsoft.DirectX.DirectSound.BufferPlayFlags.Default)
    Thread.Sleep(1000)
    buff1 = PlayWave(600)
    buff1.Play(0, Microsoft.DirectX.DirectSound.BufferPlayFlags.Default)
    ' End
End Sub
Function PlayWave(FREQ As Integer) As SecondaryBuffer
    ' create a buffer
    Dim dsBuffer As SecondaryBuffer
    dsBuffer = New SecondaryBuffer(dsDesc, DS)
    Dim sbuf(DUR * SRATE) As Short
    ' create tone                
    For i As Integer = 0 To DUR * SRATE
        sbuf(i) = CShort(10000 * Math.Sin(2 * Math.PI * FREQ * i / SRATE))
    Next
    ' copy to buffer
    dsBuffer.Write(0, sbuf, LockFlag.EntireBuffer)
    Return dsBuffer
End Function