使用NAudio发送播放音频
我已经设法使用找到的代码从麦克风发送音频 然而,我一直无法使用 CodeProject中的代码具有明确的编码和解码代码,例如:使用NAudio发送播放音频,audio,microphone,naudio,Audio,Microphone,Naudio,我已经设法使用找到的代码从麦克风发送音频 然而,我一直无法使用 CodeProject中的代码具有明确的编码和解码代码,例如: G711.Encode_aLaw G711.Decode_uLaw 翻译并返回通过网络发送的字节 有没有可能为上面的CodeProject应用程序获取一些NAudio的示例代码?这是一个我使用NAudio、麦克风输入、扬声器输出以及u-Law或a-Law编码编写的快速C#Console应用程序。NAudio.Codecs名称空间包含A定律和u定律编码器和解码器 这个程
G711.Encode_aLaw
G711.Decode_uLaw
翻译并返回通过网络发送的字节
有没有可能为上面的CodeProject应用程序获取一些NAudio的示例代码?这是一个我使用NAudio、麦克风输入、扬声器输出以及u-Law或a-Law编码编写的快速C#Console应用程序。NAudio.Codecs
名称空间包含A定律和u定律编码器和解码器
这个程序不通过网络发送数据(这并不难,我只是不想在这里做)。我把这个留给你。相反,它包含一个“发送方”线程和一个“接收方”线程
麦克风DataAvailable
事件处理程序只是将字节缓冲区放入队列中(它制作缓冲区的副本-您不想保留事件中的实际缓冲区)。“发送方”线程获取排队的缓冲区,将PCM数据转换为g.711并将其放入第二个队列。这个“放入第二个队列”部分是您为特定应用程序发送到远程UDP目的地的地方
“Receiver”线程从第二个队列读取数据,将其转换回PCM,并将其提供给WaveOut(扬声器)设备正在使用的BufferedWaveProvider
。您可以将此输入替换为网络应用程序的UDP套接字接收
请注意,该程序保证PCM输入和输出(麦克风和扬声器)使用相同的波形。对于联网端点,您也必须这样做
不管怎样,它是有效的。这是代码。我不想谈太多细节。有很多评论试图帮助理解发生了什么:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using NAudio.Wave;
using NAudio.Codecs;
namespace G711MicStream
{
class Program
{
delegate byte EncoderMethod( short _raw );
delegate short DecoderMethod( byte _encoded );
// Change these to their ALaw equivalent if you want.
static EncoderMethod Encoder = MuLawEncoder.LinearToMuLawSample;
static DecoderMethod Decoder = MuLawDecoder.MuLawToLinearSample;
static void Main(string[] args)
{
// Fire off our Sender thread.
Thread sender = new Thread(new ThreadStart(Sender));
sender.Start();
// And receiver...
Thread receiver = new Thread(new ThreadStart(Receiver));
receiver.Start();
// We're going to try for 16-bit PCM, 8KHz sampling, 1 channel.
// This should align nicely with u-law
CommonFormat = new WaveFormat(16000, 16, 1);
// Prep the input.
IWaveIn wavein = new WaveInEvent();
wavein.WaveFormat = CommonFormat;
wavein.DataAvailable += new EventHandler<WaveInEventArgs>(wavein_DataAvailable);
wavein.StartRecording();
// Prep the output. The Provider gets the same formatting.
WaveOut waveout = new WaveOut();
OutProvider = new BufferedWaveProvider(CommonFormat);
waveout.Init(OutProvider);
waveout.Play();
// Now we can just run until the user hits the <X> button.
Console.WriteLine("Running g.711 audio test. Hit <X> to quit.");
for( ; ; )
{
Thread.Sleep(100);
if( !Console.KeyAvailable ) continue;
ConsoleKeyInfo info = Console.ReadKey(false);
if( (info.Modifiers & ConsoleModifiers.Alt) != 0 ) continue;
if( (info.Modifiers & ConsoleModifiers.Control) != 0 ) continue;
// Quit looping on non-Alt, non-Ctrl X
if( info.Key == ConsoleKey.X ) break;
}
Console.WriteLine("Stopping...");
// Shut down the mic and kick the thread semaphore (without putting
// anything in the queue). This will (eventually) stop the thread
// (which also signals the receiver thread to stop).
wavein.StopRecording();
try{ wavein.Dispose(); } catch(Exception){}
SenderKick.Release();
// Wait for both threads to exit.
sender.Join();
receiver.Join();
// And close down the output.
waveout.Stop();
try{ waveout.Dispose(); } catch(Exception) {}
// Sleep a little. This seems to be accepted practice when shutting
// down these audio components.
Thread.Sleep(500);
}
/// <summary>
/// Grabs the mic data and just queues it up for the Sender.
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
static void wavein_DataAvailable(object sender, WaveInEventArgs e)
{
// Create a local copy buffer.
byte [] buffer = new byte [e.BytesRecorded];
System.Buffer.BlockCopy(e.Buffer, 0, buffer, 0, e.BytesRecorded);
// Drop it into the queue. We'll need to lock for this.
Lock.WaitOne();
SenderQueue.AddLast(buffer);
Lock.ReleaseMutex();
// and kick the thread.
SenderKick.Release();
}
static
void
Sender()
{
// Holds the data from the DataAvailable event.
byte [] qbuffer = null;
for( ; ; )
{
// Wait for a 'kick'...
SenderKick.WaitOne();
// Lock...
Lock.WaitOne();
bool dataavailable = ( SenderQueue.Count != 0 );
if( dataavailable )
{
qbuffer = SenderQueue.First.Value;
SenderQueue.RemoveFirst();
}
Lock.ReleaseMutex();
// If the queue was empty on a kick, then that's our signal to
// exit.
if( !dataavailable ) break;
// Convert each 16-bit PCM sample to its 1-byte u-law equivalent.
int numsamples = qbuffer.Length / sizeof(short);
byte [] g711buff = new byte [numsamples];
// I like unsafe for this kind of stuff!
unsafe
{
fixed( byte * inbytes = &qbuffer[0] )
fixed( byte * outbytes = &g711buff[0] )
{
// Recast input buffer to short[]
short * buff = (short *)inbytes;
// And loop over the samples. Since both input and
// output are 16-bit, we can use the same index.
for( int index = 0; index < numsamples; ++index )
{
outbytes[index] = Encoder(buff[index]);
}
}
}
// This gets passed off to the reciver. We'll queue it for now.
Lock.WaitOne();
ReceiverQueue.AddLast(g711buff);
Lock.ReleaseMutex();
ReceiverKick.Release();
}
// Log it. We'll also kick the receiver (with no queue addition)
// to force it to exit.
Console.WriteLine("Sender: Exiting.");
ReceiverKick.Release();
}
static
void
Receiver()
{
byte [] qbuffer = null;
for( ; ; )
{
// Wait for a 'kick'...
ReceiverKick.WaitOne();
// Lock...
Lock.WaitOne();
bool dataavailable = ( ReceiverQueue.Count != 0 );
if( dataavailable )
{
qbuffer = ReceiverQueue.First.Value;
ReceiverQueue.RemoveFirst();
}
Lock.ReleaseMutex();
// Exit on kick with no data.
if( !dataavailable ) break;
// As above, but we convert in reverse, from 1-byte u-law
// samples to 2-byte PCM samples.
int numsamples = qbuffer.Length;
byte [] outbuff = new byte [qbuffer.Length * 2];
unsafe
{
fixed( byte * inbytes = &qbuffer[0] )
fixed( byte * outbytes = &outbuff[0] )
{
// Recast the output to short[]
short * outpcm = (short *)outbytes;
// And loop over the u-las samples.
for( int index = 0; index < numsamples; ++index )
{
outpcm[index] = Decoder(inbytes[index]);
}
}
}
// And write the output buffer to the Provider buffer for the
// WaveOut devices.
OutProvider.AddSamples(outbuff, 0, outbuff.Length);
}
Console.Write("Receiver: Exiting.");
}
/// <summary>Lock for the sender queue.</summary>
static Mutex Lock = new Mutex();
static WaveFormat CommonFormat;
/// <summary>"Kick" semaphore for the sender queue.</summary>
static Semaphore SenderKick = new Semaphore(0, int.MaxValue);
/// <summary>Queue of byte buffers from the DataAvailable event.</summary>
static LinkedList<byte []> SenderQueue = new LinkedList<byte[]>();
static Semaphore ReceiverKick = new Semaphore(0, int.MaxValue);
static LinkedList<byte []> ReceiverQueue = new LinkedList<byte[]>();
/// <summary>WaveProvider for the output.</summary>
static BufferedWaveProvider OutProvider;
}
}
使用系统;
使用System.Collections.Generic;
使用System.Linq;
使用系统文本;
使用系统线程;
使用NAudio.波;
使用NAudio.codec;
命名空间G711MicStream
{
班级计划
{
委托字节编码方法(短_raw);
委托短解码方法(字节编码);
//如果需要,请将这些更改为其ALaw等效值。
静态编码器方法编码器=MuLawEncoder.LinearToMuLawSample;
静态解码方法解码器=MuLawDecoder.MuLawToLinearSample;
静态void Main(字符串[]参数)
{
//发射我们的发送线程。
线程发送器=新线程(新线程开始(发送器));
sender.Start();
//和接收器。。。
线程接收器=新线程(新线程开始(接收器));
receiver.Start();
//我们将尝试16位PCM,8KHz采样,1通道。
//这应该与u定律很好地一致
CommonFormat=新波形(16000,16,1);
//准备输入。
IWaveIn-wavein=新的WaveInEvent();
wavein.WaveFormat=通用格式;
wavein.DataAvailable+=新的事件处理程序(wavein_DataAvailable);
wavein.StartRecording();
//准备输出。提供程序获得相同的格式。
WaveOut WaveOut=新的WaveOut();
OutProvider=新的BufferedWaveProvider(CommonFormat);
waveout.Init(输出提供程序);
waveout.Play();
//现在我们可以一直运行,直到用户点击按钮。
Console.WriteLine(“运行g.711音频测试。点击退出”);
对于(;;)
{
睡眠(100);
如果(!Console.KeyAvailable)继续;
ConsoleKeyInfo=Console.ReadKey(false);
如果((info.Modifiers&ConsoleModifiers.Alt)!=0)继续;
如果((info.Modifiers&ConsoleModifiers.Control)!=0)继续;
//退出非Alt、非Ctrl X上的循环
如果(info.Key==ConsoleKey.X)中断;
}
控制台。写入线(“停止…”);
//关闭麦克风并踢线程信号灯(不放
//这将(最终)停止线程
//(这也向接收器线程发出停止信号)。
wavein.StopRecording();
请尝试{wavein.Dispose();}捕获(异常){}
SenderKick.Release();
//等待两个线程退出。
sender.Join();
receiver.Join();
//并关闭输出。
waveout.Stop();
请尝试{waveout.Dispose();}捕获(异常){}
//睡一会儿。这似乎是在睡觉时被接受的习惯
//下载这些音频组件。
睡眠(500);
}
///
///抓取麦克风数据并将其排队等待发件人。
///
///
///
静态无效wavein_数据可用(对象发送方,WaveInEventArgs e)
{
//创建本地副本缓冲区。
字节[]缓冲区=新字节[e.BytesRecorded];
System.Buffer.BlockCopy(e.Buffer,0,Buffer,0,e.BytesRecorded);
//把它放到队列中。我们需要为此锁定。
Lock.WaitOne();
SenderQueue.AddLast(缓冲区);
Lock.ReleaseMutex();
//踢线。
SenderKick.Release();
}
静止的
无效的
发送者()
{
//保存DataAvailable事件中的数据。
字节[]qbuffer=null;
对于(;;)
{
//等待一个“踢”。。。
SenderKick.WaitOne();
//锁定。。。
Lock.WaitOne();
bool dataavailable=(SenderQueue.Count!=0);
如果(数据可用)
{
qbuffer=SenderQueue.First.Value;
SenderQueue.Rem