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。
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)
答案 4 :(得分:0)
我认为您需要使用DirectSound(DirectX API)。它可以使用生成的数据来填充缓冲区。
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