使用UWP监控实时音频并检测枪声/拍手声

时间:2019-01-03 09:27:50

标签: audio uwp audio-streaming uwp-xaml

我正在开发一个新的UWP应用,该应用应该监视声音并为每次突然的声音击打(枪声或拍手声)触发事件。

  • 它需要启用默认音频输入并监视实时音频。
  • 设置音频灵敏度以识别环境噪声并识别拍手/枪声
  • 当有拍手/枪声之类的高频声音时(理想情况下,它应像已配置的频率一样,如+/- 40,这是枪声/拍手声),然后应该调用一个事件。

无需保存音频 我尝试实施this

SoundMonitoringPage

public sealed partial class MyPage : Page
    {
 private async void Page_Loaded(object sender, RoutedEventArgs e)
        {
            string deviceId = Windows.Media.Devices.MediaDevice.GetDefaultAudioCaptureId(Windows.Media.Devices.AudioDeviceRole.Communications);
            gameChatAudioStateMonitor = AudioStateMonitor.CreateForCaptureMonitoringWithCategoryAndDeviceId(MediaCategory.GameChat, deviceId);
            gameChatAudioStateMonitor.SoundLevelChanged += GameChatSoundLevelChanged;

//other logic
}
    }

声级更改

 private void GameChatSoundLevelChanged(AudioStateMonitor sender, object args)
        {
            switch (sender.SoundLevel)
            {
                case SoundLevel.Full:
                    LevelChangeEvent();
                    break;
                case SoundLevel.Muted:
                    LevelChangeEvent();
                    break;
                case SoundLevel.Low:
                    // Audio capture should never be "ducked", only muted or full volume.
                    Debug.WriteLine("Unexpected audio state change.");
                    break;
            }
        }

ENV:Windows 10(v1809)IDE:VS 2017

不确定这是否是正确的方法。这不会启用音频,也不会触发电平更改事件。

我在WinForms&NAudio教程here中看到了其他选项。可能使用采样频率,我可以检查事件...没有必须将NAudio与UWP一起使用的教程,以绘制图形并确定频率。

更新


@Rob Caplan的建议-MSFT,这就是我的最终目的

IMemoryBufferByteAccess.cs

// We are initializing a COM interface for use within the namespace
    // This interface allows access to memory at the byte level which we need to populate audio data that is generated
    [ComImport]
    [Guid("5B0D3235-4DBA-4D44-865E-8F1D0E4FD04D")]
    [InterfaceType(ComInterfaceType.InterfaceIsIUnknown)]

    unsafe interface IMemoryBufferByteAccess
    {
        void GetBuffer(out byte* buffer, out uint capacity);
    }

GunFireMonitorPage.xaml.cs

 public sealed partial class GunFireMonitorPage : Page
    {
        private MainPage _rootPage;
        public static GunFireMonitorPage Current;


        private AudioGraph _graph;
        private AudioDeviceOutputNode _deviceOutputNode;
        private AudioFrameInputNode _frameInputNode;
        public double Theta;
        public DrivePage()
        {
            InitializeComponent();
            Current = this;
        }

        protected override async void OnNavigatedTo(NavigationEventArgs e)
        {
            _rootPage = MainPage.Current;
            await CreateAudioGraph();
        }


        protected override void OnNavigatedFrom(NavigationEventArgs e)
        {
            _graph?.Dispose();
        }
        private void Page_Loaded(object sender, RoutedEventArgs e)
        {
        }

        private unsafe AudioFrame GenerateAudioData(uint samples)
        {
            // Buffer size is (number of samples) * (size of each sample)
            // We choose to generate single channel (mono) audio. For multi-channel, multiply by number of channels
            uint bufferSize = samples * sizeof(float);
            AudioFrame audioFrame = new AudioFrame(bufferSize);

            using (AudioBuffer buffer = audioFrame.LockBuffer(AudioBufferAccessMode.Write))
            using (IMemoryBufferReference reference = buffer.CreateReference())
            {
                // Get the buffer from the AudioFrame
                // ReSharper disable once SuspiciousTypeConversion.Global
                // ReSharper disable once UnusedVariable
                ((IMemoryBufferByteAccess) reference).GetBuffer(out var dataInBytes, out var capacityInBytes);

                // Cast to float since the data we are generating is float
                var dataInFloat = (float*)dataInBytes;

                float freq = 1000; // choosing to generate frequency of 1kHz
                float amplitude = 0.3f;
                int sampleRate = (int)_graph.EncodingProperties.SampleRate;
                double sampleIncrement = (freq * (Math.PI * 2)) / sampleRate;

                // Generate a 1kHz sine wave and populate the values in the memory buffer
                for (int i = 0; i < samples; i++)
                {
                    double sinValue = amplitude * Math.Sin(Theta);
                    dataInFloat[i] = (float)sinValue;
                    Theta += sampleIncrement;
                }
            }

            return audioFrame;
        }
        private void node_QuantumStarted(AudioFrameInputNode sender, FrameInputNodeQuantumStartedEventArgs args)
        {
            // GenerateAudioData can provide PCM audio data by directly synthesizing it or reading from a file.
            // Need to know how many samples are required. In this case, the node is running at the same rate as the rest of the graph
            // For minimum latency, only provide the required amount of samples. Extra samples will introduce additional latency.
            uint numSamplesNeeded = (uint)args.RequiredSamples;
            if (numSamplesNeeded != 0)
            {
                AudioFrame audioData = GenerateAudioData(numSamplesNeeded);
                _frameInputNode.AddFrame(audioData);
            }
        }

        private void Button_Click(object sender, RoutedEventArgs e)
        {
            if (generateButton.Content != null && generateButton.Content.Equals("Generate Audio"))
            {
                _frameInputNode.Start();
                generateButton.Content = "Stop";
                audioPipe.Fill = new SolidColorBrush(Colors.Blue);
            }
            else if (generateButton.Content != null && generateButton.Content.Equals("Stop"))
            {
                _frameInputNode.Stop();
                generateButton.Content = "Generate Audio";
                audioPipe.Fill = new SolidColorBrush(Color.FromArgb(255, 49, 49, 49));
            }
        }

        private async Task CreateAudioGraph()
        {
            // Create an AudioGraph with default settings
            AudioGraphSettings settings = new AudioGraphSettings(AudioRenderCategory.Media);
            CreateAudioGraphResult result = await AudioGraph.CreateAsync(settings);

            if (result.Status != AudioGraphCreationStatus.Success)
            {
                // Cannot create graph
                _rootPage.NotifyUser($"AudioGraph Creation Error because {result.Status.ToString()}", NotifyType.ErrorMessage);
                return;
            }

            _graph = result.Graph;

            // Create a device output node
            CreateAudioDeviceOutputNodeResult deviceOutputNodeResult = await _graph.CreateDeviceOutputNodeAsync();
            if (deviceOutputNodeResult.Status != AudioDeviceNodeCreationStatus.Success)
            {
                // Cannot create device output node
                _rootPage.NotifyUser(
                    $"Audio Device Output unavailable because {deviceOutputNodeResult.Status.ToString()}", NotifyType.ErrorMessage);
                speakerContainer.Background = new SolidColorBrush(Colors.Red);
            }

            _deviceOutputNode = deviceOutputNodeResult.DeviceOutputNode;
            _rootPage.NotifyUser("Device Output Node successfully created", NotifyType.StatusMessage);
            speakerContainer.Background = new SolidColorBrush(Colors.Green);

            // Create the FrameInputNode at the same format as the graph, except explicitly set mono.
            AudioEncodingProperties nodeEncodingProperties = _graph.EncodingProperties;
            nodeEncodingProperties.ChannelCount = 1;
            _frameInputNode = _graph.CreateFrameInputNode(nodeEncodingProperties);
            _frameInputNode.AddOutgoingConnection(_deviceOutputNode);
            frameContainer.Background = new SolidColorBrush(Colors.Green);

            // Initialize the Frame Input Node in the stopped state
            _frameInputNode.Stop();

            // Hook up an event handler so we can start generating samples when needed
            // This event is triggered when the node is required to provide data
            _frameInputNode.QuantumStarted += node_QuantumStarted;

            // Start the graph since we will only start/stop the frame input node
            _graph.Start();
        }
    }

GunFireMonitorPage.xaml

<Page
    x:Class="SmartPileInspector.xLite.GunFireMonitorPage"
    xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
    xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
    xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
    xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
    mc:Ignorable="d" Loaded="Page_Loaded"
    HorizontalAlignment="Center"
    Background="{ThemeResource ApplicationPageBackgroundThemeBrush}">
    <ScrollViewer HorizontalAlignment="Center">
        <StackPanel HorizontalAlignment="Center">
            <!-- more page content -->
            <Grid HorizontalAlignment="Center">
                <Grid.ColumnDefinitions>
                    <ColumnDefinition Width="*"/>
                    <ColumnDefinition Width="*"/>
                </Grid.ColumnDefinitions>

                <Grid.RowDefinitions>
                    <RowDefinition Height="55"></RowDefinition>
                </Grid.RowDefinitions>

            </Grid>


            <AppBarButton x:Name="generateButton" Content="Generate Audio" Click="Button_Click" MinWidth="120" MinHeight="45" Margin="0,50,0,0"/>
            <Border x:Name="frameContainer" BorderThickness="0" Background="#4A4A4A" MinWidth="120" MinHeight="45" Margin="0,20,0,0">
                <TextBlock x:Name="frame" Text="Frame Input" VerticalAlignment="Center" HorizontalAlignment="Center" />
            </Border>
            <StackPanel>
                <Rectangle x:Name="audioPipe" Margin="0,20,0,0" Height="10" MinWidth="160" Fill="#313131" HorizontalAlignment="Stretch"/>
            </StackPanel>
            <Border x:Name="speakerContainer" BorderThickness="0" Background="#4A4A4A" MinWidth="120" MinHeight="45" Margin="0,20,0,0">
                <TextBlock x:Name="speaker" Text="Output Device" VerticalAlignment="Center" HorizontalAlignment="Center" />
            </Border>
            <!--</AppBar>-->

        </StackPanel>
    </ScrollViewer>
</Page>

没有生成图形。并且有持续的蜂鸣声并带有蓝线。

更新:已实现AudioVisualizer


借助AudioVisualizer,我能够绘制虱子音频图。

  AudioGraph _graph;
        AudioDeviceInputNode _inputNode;
        PlaybackSource _source;
        SourceConverter _converter;
 protected override void OnNavigatedTo(NavigationEventArgs e)
        {
            _rootPage = MainPage.Current;
            _rootPage.SetDimensions(700, 600);

            base.OnNavigatedTo(e);
            CreateAudioGraphAsync();
        }
 protected override void OnNavigatedFrom(NavigationEventArgs e)
        {
            base.OnNavigatedFrom(e);
            _graph?.Stop();
            _graph?.Dispose();
            _graph = null;
        }
 async void CreateAudioGraphAsync()
        {
            var graphResult = await AudioGraph.CreateAsync(new AudioGraphSettings(Windows.Media.Render.AudioRenderCategory.Media));
            if (graphResult.Status != AudioGraphCreationStatus.Success)
                throw new InvalidOperationException($"Graph creation failed {graphResult.Status}");
            _graph = graphResult.Graph;
            var inputNodeResult = await _graph.CreateDeviceInputNodeAsync(MediaCategory.Media);
            if (inputNodeResult.Status == AudioDeviceNodeCreationStatus.Success)
            {

                _inputNode = inputNodeResult.DeviceInputNode;

                _source = PlaybackSource.CreateFromAudioNode(_inputNode);
                _converter = new SourceConverter
                {
                    Source = _source.Source,
                    MinFrequency = 110.0f,
                    MaxFrequency = 3520.0f,
                    FrequencyCount = 12 * 5 * 5,
                    FrequencyScale = ScaleType.Linear,
                    SpectrumRiseTime = TimeSpan.FromMilliseconds(20),
                    SpectrumFallTime = TimeSpan.FromMilliseconds(200),
                    RmsRiseTime = TimeSpan.FromMilliseconds(20),
                    RmsFallTime = TimeSpan.FromMilliseconds(500),
                    ChannelCount = 1
                };
                // Note A2
                // Note A7
                // 5 octaves, 5 bars per note
                // Use RMS to gate noise, fast rise slow fall
                NotesSpectrum.Source = _converter;

                _graph.Start();
            }
            else
            {
                _rootPage.NotifyUser("Cannot access microphone", NotifyType.ErrorMessage);
            }
        }

现在的挑战是,当波频率高于阈值时,如何连接事件?在那种情况下,我想计算拍摄数量,时间戳及其强度。

声音示例


这是我的Recording of live sound,正如您在这里可以看到的那样,当有很大的锤击声(每秒钟或更短)时,我想打个电话。

2 个答案:

答案 0 :(得分:3)

您可以通过找到该帧中所有pcm数据的平均幅度来找到该帧的分贝。我相信您希望创建一个处理输入的图形,如下所示

private static event LoudNoise<double>;
private static int quantum = 0;
static AudioGraph ingraph;
private static AudioDeviceInputNode deviceInputNode;
private static AudioFrameOutputNode frameOutputNode;

public static async Task<bool> CreateInputDeviceNode(string deviceId)
{
    Console.WriteLine("Creating AudioGraphs");
    // Create an AudioGraph with default settings
    AudioGraphSettings graphsettings = new AudioGraphSettings(AudioRenderCategory.Media);
    graphsettings.EncodingProperties = new AudioEncodingProperties();
    graphsettings.EncodingProperties.Subtype = "Float";
    graphsettings.EncodingProperties.SampleRate = 48000;
    graphsettings.EncodingProperties.ChannelCount = 2;
    graphsettings.EncodingProperties.BitsPerSample = 32;
    graphsettings.EncodingProperties.Bitrate = 3072000;
    //settings.DesiredSamplesPerQuantum = 960;
    //settings.QuantumSizeSelectionMode = QuantumSizeSelectionMode.ClosestToDesired;
    CreateAudioGraphResult graphresult = await AudioGraph.CreateAsync(graphsettings);

    if (graphresult.Status != AudioGraphCreationStatus.Success)
    {
        // Cannot create graph
        return false;
    }

    ingraph = graphresult.Graph;AudioGraphSettings nodesettings = new AudioGraphSettings(AudioRenderCategory.GameChat);
nodesettings.EncodingProperties = AudioEncodingProperties.CreatePcm(48000, 2, 32);
    nodesettings.DesiredSamplesPerQuantum = 960;
    nodesettings.QuantumSizeSelectionMode = QuantumSizeSelectionMode.ClosestToDesired;
    frameOutputNode = ingraph.CreateFrameOutputNode(ingraph.EncodingProperties);
    quantum = 0;
    ingraph.QuantumStarted += Graph_QuantumStarted;

    DeviceInformation selectedDevice;

    string device = Windows.Media.Devices.MediaDevice.GetDefaultAudioCaptureId(Windows.Media.Devices.AudioDeviceRole.Default);
    if (!string.IsNullOrEmpty(device))
    {
            selectedDevice = await DeviceInformation.CreateFromIdAsync(device);
    } else
    {
        return false;
    }

    CreateAudioDeviceInputNodeResult result =
        await ingraph.CreateDeviceInputNodeAsync(MediaCategory.Media, nodesettings.EncodingProperties, selectedDevice);
    if (result.Status != AudioDeviceNodeCreationStatus.Success)
    {
        // Cannot create device output node
        return false;
    }


    deviceInputNode = result.DeviceInputNode;
    deviceInputNode.AddOutgoingConnection(frameOutputNode);
    frameOutputNode.Start();
    ingraph.Start();
    return true;
}
private static void Graph_QuantumStarted(AudioGraph sender, object args)
{
    if (++quantum % 2 == 0)
    {
        AudioFrame frame = frameOutputNode.GetFrame();
        float[] dataInFloats;
        using (AudioBuffer buffer = frame.LockBuffer(AudioBufferAccessMode.Write))
        using (IMemoryBufferReference reference = buffer.CreateReference())
        {
            // Get the buffer from the AudioFrame
            ((IMemoryBufferByteAccess)reference).GetBuffer(out byte* dataInBytes, out uint capacityInBytes);

            float* dataInFloat = (float*)dataInBytes;
            dataInFloats = new float[capacityInBytes / sizeof(float)];

            for (int i = 0; i < capacityInBytes / sizeof(float); i++)
            {
                dataInFloats[i] = dataInFloat[i];
            }
        }

        double decibels = 0f;
        foreach (var sample in dataInFloats)
        {
            decibels += Math.Abs(sample);
        }
        decibels = 20 * Math.Log10(decibels / dataInFloats.Length);
        // You can pass the decibel value where ever you'd like from here
        if (decibels > 10)
        {
            LoudNoise?.Invoke(this, decibels);
         }
    }
}

P.S。我做了所有这些静态操作,但是如果它们都在同一实例中,那自然就可以了

我也从我自己的项目中部分复制了此文件,因此其中有些部分我忘了修剪。希望对您有帮助

答案 1 :(得分:0)

回答“这是正确的方法”的问题:不,AudioStateMonitor不能解决问题。

AudioStateMonitor。SoundLevelChanged告诉您系统是否在回避声音,以免干扰其他声音。例如,它可以使音乐静音,从而有利于电话铃声。 SoundLevelChanged不会告诉您有关已录制声音的音量或频率的任何信息,这是检测手掌声所需要的。

正确的方法将遵循以下方法:使用AudioGraph(或WASAPI,但不是来自C#)将原始音频捕获到AudioFrameOutputNode中以处理信号,然后通过FFT运行以检测声音在您的目标频率和音量上AudioCreation sample演示了如何使用AudioGraph,但没有专门针对AudioFrameOutputNode。

https://home.howstuffworks.com/clapper1.htm拍手将在2200Hz到2800Hz的频率范围内。

识别枪声似乎要复杂得多,因为不同的枪具有不同的签名。快速搜索发现了有关此算法而不是琐碎算法的几篇研究论文。我怀疑您会需要某种机器学习来对它们进行分类。这是上一个讨论使用ML区分枪声和非枪声的线程:SVM for one Vs all acoustic signal classification