我希望生成并播放具有随时间变化的特定频率和幅度的连续声音。我不希望声音之间有延迟。我怎么能用Delphi或C ++ Builder做到这一点?
答案 0 :(得分:18)
这个非常简单的例子可以帮助你入门。
program Project1;
{$APPTYPE CONSOLE}
uses
SysUtils, Windows, MMSystem;
type
TWaveformSample = integer; // signed 32-bit; -2147483648..2147483647
TWaveformSamples = packed array of TWaveformSample; // one channel
var
Samples: TWaveformSamples;
fmt: TWaveFormatEx;
procedure InitAudioSys;
begin
with fmt do
begin
wFormatTag := WAVE_FORMAT_PCM;
nChannels := 1;
nSamplesPerSec := 44100;
wBitsPerSample := 32;
nAvgBytesPerSec := nChannels * nSamplesPerSec * wBitsPerSample div 8;
nBlockAlign := nChannels * wBitsPerSample div 8;
cbSize := 0;
end;
end;
// Hz // msec
procedure CreatePureSineTone(const AFreq: integer; const ADuration: integer;
const AVolume: double { in [0, 1] });
var
i: Integer;
omega,
dt, t: double;
vol: double;
begin
omega := 2*Pi*AFreq;
dt := 1/fmt.nSamplesPerSec;
t := 0;
vol := MaxInt * AVolume;
SetLength(Samples, Round((ADuration / 1000) * fmt.nSamplesPerSec));
for i := 0 to high(Samples) do
begin
Samples[i] := round(vol*sin(omega*t));
t := t + dt;
end;
end;
procedure PlaySound;
var
wo: integer;
hdr: TWaveHdr;
begin
if Length(samples) = 0 then
begin
Writeln('Error: No audio has been created yet.');
Exit;
end;
if waveOutOpen(@wo, WAVE_MAPPER, @fmt, 0, 0, CALLBACK_NULL) = MMSYSERR_NOERROR then
try
ZeroMemory(@hdr, sizeof(hdr));
with hdr do
begin
lpData := @samples[0];
dwBufferLength := fmt.nChannels * Length(Samples) * sizeof(TWaveformSample);
dwFlags := 0;
end;
waveOutPrepareHeader(wo, @hdr, sizeof(hdr));
waveOutWrite(wo, @hdr, sizeof(hdr));
sleep(500);
while waveOutUnprepareHeader(wo, @hdr, sizeof(hdr)) = WAVERR_STILLPLAYING do
sleep(100);
finally
waveOutClose(wo);
end;
end;
begin
try
InitAudioSys;
CreatePureSineTone(400, 1000, 0.7);
PlaySound;
except
on E: Exception do
begin
Writeln(E.Classname, ': ', E.Message);
Readln;
end;
end;
end.
特别注意你得到的整洁界面:
InitAudioSys;
CreatePureSineTone(400, 1000, 0.7);
PlaySound;
答案 1 :(得分:1)
通过使用WaveAudio库,可以生成连续的余弦波。
我会发布一些代码,但我无法弄清楚如何正确地做到这一点,所以我不会。
但您需要做的就是使用TLiveAudioPlayer然后覆盖OnData事件。
如果没有消息泵,也将Async设置为true。