在需要时准备声音数据

时间:2016-01-29 13:17:43

标签: naudio libpd

我正在使用libPd来生成声音。 LibPd可以处理预定义数量的Ticks,然后使用生成的输出填充float[]。然后,我转换为BufferedWaveProvider后使用float[]存储byte[]

音频的生成可以非常快,因此可以在很短的时间内计算1秒的声音,但它也可能很慢,具体取决于Pd补丁。当BufferedWaveProvider的预留数据量少于预定义数量时,有没有办法触发处理数据?

目前我正在后台线程中生成音频并暂时休眠一段时间,并希望这已经足够了,希望BufferedWaveProvider不会溢出,甚至何时丢弃该数据。

public void ProcessData(float[] output, int ticks)
{
    while (LibPD.Process(ticks, new float[0], output) == 0)
    {
        if (BufferReady != null)
        {
            BufferReady(this, new BufferReadyEventArgs(output));
        }
        Thread.Sleep(999*BlockSize * ticks / 44100);
    }
} 

public void StartProcessing(float[] output)
{
    ThreadPool.QueueUserWorkItem(new WaitCallback(SetPdOutput), output);
}

private void SetPdOutput(object state)
{
    float[] output = state as float[];
    if (state == null)
    {
        return;
    }
    ProcessData(output, Ticks);
}

虽然我将libPd和NAudio粘合在一起的代码是这样的:

Buffer = new float[2 * _player.Ticks * _player.BlockSize]; // stereo, number of Ticks
_soundOutput = new WasapiOut(AudioClientShareMode.Shared, 100);
_audioBuffer = new BufferedWaveProvider(WaveFormat.CreateIeeeFloatWaveFormat(44100, 2))
{
    BufferDuration = TimeSpan.FromSeconds(10),
    DiscardOnBufferOverflow = true
};
_soundOutput.Init(_audioBuffer);
_soundOutput.Play();

_player.BufferReady += ((sender, eventArgs) =>
{
    _audioBuffer.AddSamples(PcmFromFloat(output), 0, output.Length * 4);
});
_player.StartProcessing(Buffer);

1 个答案:

答案 0 :(得分:1)

在阅读了NAudio的来源之后,我想出了一个不同的解决方案:编写一个自定义IWaveProvider,使用与CircularBuffer类似的BufferedWaveProvider,但请求新处理过的音频只要阈值不足,就会生成lidPd。

这是操作的要点:

class PdProvider : IWaveProvider
{
    readonly CircularBuffer _circularBuffer;

    public PdProvider()
    {
        _buffer = new float[BufferSize];
        _player.BufferReady += PdBufferReady;
        _circularBuffer =  new CircularBuffer(SampleRate * 5); // 5 seconds should be enough for anybody
        _minBuffer =  SampleRate / 2; // 0.5 second
        RefillBuffer();
    }

    void RefillBuffer()
    {
        if (_circularBuffer.Count < _minBuffer)
        {
            // Get data from libPd and add to _circularBuffer
        }
    }

    public int Read(byte[] buffer, int offset, int count)
    {
        var read = _circularBuffer.Read(buffer, offset, count);
        RefillBuffer();
        return read;
    }

    public WaveFormat WaveFormat
    {
        get
        {
            return WaveFormat.CreateIeeeFloatWaveFormat(_player.SampleRate, 2);
        }
    }
}