我正在使用NAudio从正在播放的歌曲中获取样本,并在歌曲播放时绘制波形。我正在使用AudioFileReader
和ToSampleProvider
将所有样本设为float
,然后在播放歌曲时将其绘制为InkCanvas
。我的问题是样本似乎与声音不匹配。我也通过使用位于NAudio源代码中的WPF示例中的相同歌曲来验证这一点。在示例中,波形与声音匹配,但在我的应用中它并不是。所以我想知道是否有人可以帮助我找出我正在做什么(或阅读)错误,或者我的绘图逻辑是否错误。
这是我目前的代码:
public partial class MainWindow : Window, INotifyPropertyChanged
{
private ISampleProvider provider;
private DispatcherTimer timer;
private AudioFileReader reader;
private WaveOut waveOut;
private StylusPointCollection topPoints, bottomPoints;
private DrawingAttributes attr;
private double canvasHeight, canvasWidth;
private int samplesGroupSize;
private double drawPos = 0;
private StrokeCollection _WaveformLines;
public StrokeCollection WaveformLines
{
get { return _WaveformLines; }
set
{
_WaveformLines = value;
OnPropertyChanged("WaveformLines");
}
}
public MainWindow()
{
InitializeComponent();
this.DataContext = this;
}
private void Window_Loaded(object sender, RoutedEventArgs e)
{
reader = new AudioFileReader("C:\\Users\\Agustin\\Desktop\\DragonRider.mp3");
waveOut = new WaveOut();
waveOut.Init(reader);
provider = reader.ToSampleProvider(); //Here I get the samples
reader.Position = 0; //Go to the position 0 after reading the samples
canvasHeight = Waveform.ActualHeight;
canvasWidth = Waveform.ActualWidth;
WaveformLines = new StrokeCollection();
topPoints = new StylusPointCollection();
topPoints.Add(new StylusPoint(0, (canvasHeight / 2)));
topPoints.Changed += topPoints_Changed;
bottomPoints = new StylusPointCollection();
bottomPoints.Add(new StylusPoint(0, (canvasHeight / 2)));
bottomPoints.Changed += topPoints_Changed;
WaveformLines.Add(new Stroke(topPoints));
WaveformLines.Add(new Stroke(bottomPoints));
attr = new DrawingAttributes();
attr.Color = Colors.Green;
attr.Width = 1.5;
attr.Height = 1;
timer = new DispatcherTimer();
timer.Interval = TimeSpan.FromMilliseconds(1);
timer.Tick += timer_Tick;
timer.Start();
samplesGroupSize = (int)(timer.Interval.TotalSeconds * reader.WaveFormat.SampleRate); //The value for this is 44.
}
private void PlayButton_Click(object sender, RoutedEventArgs e)
{
waveOut.Play();
}
private void PauseButton_Click(object sender, RoutedEventArgs e)
{
waveOut.Pause();
}
private void timer_Tick(object sender, EventArgs e)
{
if (waveOut.PlaybackState == PlaybackState.Playing)
{
TimeLabel.Content = string.Format("Time: {0}", reader.CurrentTime.ToString(@"mm\:ss\:ff")); //NEED TO KEEP WORKING
float[] samps = new float[samplesGroupSize];
provider.Read(samps, 0, samps.Length);
float max = Max(samps);
float min = Min(samps);
topPoints.Add(new StylusPoint(drawPos, (canvasHeight / 2) - ((canvasHeight / 2) * max)));
bottomPoints.Add(new StylusPoint(drawPos, (canvasHeight / 2) - ((canvasHeight / 2) * min)));
drawPos += 2;
if (drawPos > canvasWidth)
{
WaveformLines.Clear();
topPoints = new StylusPointCollection();
topPoints.Add(new StylusPoint(0, (canvasHeight / 2)));
bottomPoints = new StylusPointCollection();
bottomPoints.Add(new StylusPoint(0, (canvasHeight / 2)));
WaveformLines.Add(new Stroke(topPoints));
WaveformLines.Add(new Stroke(bottomPoints));
drawPos = 0;
}
}
}
private float Min(float[] samps)
{
float max = samps[0];
foreach (float s in samps)
{
if (s > max)
max = s;
}
return max;
}
private float Max(float[] samps)
{
float min = samps[0];
foreach (float s in samps)
{
if (s < min)
min = s;
}
return min;
}
//I excluded the INotifyPropertyChanged implementation, but in the
//actual code is located here
}
我知道这个绘图算法不是很好,但我尝试了其他人,他们似乎也没有跟随音频。
感谢。
注意:我知道有类似的问题,但其他问题建议使用我已经使用的AudioFileReader
或ToSampleProvider
之类的内容。我的错误可能更多的是我如何阅读样本,也许我缺少一些字节或者必须跳过一些字节,或者可能是一些我没有设置的缺失属性。
答案 0 :(得分:0)
您应该认真考虑使用处理读/播的WFP example代码部分和最小/最大计算工作。
这将需要你一点努力,但我保证这将是值得的。
然后,您将使用您知道格式正确的数据集,并且可以专注于绘图部分。仔细查看AudioPlayback.cs
及其与SampleAggregator.cs
的关系。
您还会发现,在读取(和播放)样本时获取自动回调是一种更好的刷新波形图的方法,而不是尝试使用DispatchTimer
。它也会让你不再重读波形缓冲区 - 如果可以,你真的想避免这种情况。
编辑:
我测试了您的转换代码,结果float
值似乎正确(在-1到1的范围内)。所以我认为问题在于你在WPF中绘制波形的方式。