C# 从PC实时向Windows Phone传输音乐
我正在尝试开发一个Windows应用程序(WPF),它可以通过TCP连接(本地WiFi)在系统上播放任何内容。在接收端,我有Windows Phone 8应用程序,可以实时播放音频 我所尝试的:C# 从PC实时向Windows Phone传输音乐,c#,wpf,windows,windows-phone-8,naudio,C#,Wpf,Windows,Windows Phone 8,Naudio,我正在尝试开发一个Windows应用程序(WPF),它可以通过TCP连接(本地WiFi)在系统上播放任何内容。在接收端,我有Windows Phone 8应用程序,可以实时播放音频 我所尝试的: 成功建立了连接和数据传输工程 void sMixListner_DataAvailable(object sender, NAudio.Wave.WaveInEventArgs e) { try { if (writer != null) {
void sMixListner_DataAvailable(object sender, NAudio.Wave.WaveInEventArgs e)
{
try
{
if (writer != null)
{
SocketHandler.SocketManager.sendDataToClients(e.Buffer);
}
}
catch { }
}
public void sendDataToClients(byte[] music)
{
foreach (Socket client in clients)
{
try
{
client.Send(music);
}
catch { }
}
}
WasapiLoopbackCapture
类接收的任何数据
public void play()
{
SoundEffect soundE = new SoundEffect(stream.ToArray(), 48000, AudioChannels.Mono);
soundE.CreateInstance();
FrameworkDispatcher.Update();
isPlaying = true;
soundE.Play();
}
我听到的只是噪音。我试着用以下方式将波头写入流中(来自诺基亚开发者网站):
录音部分是正确的,因为如果我使用WavFileWriter
编写.wav文件,播放时声音很好
有人能帮我吗?我需要能够在我的手机上播放那个声音。WASAPI捕获是32位IEEE浮点,而不是32位PCM,所以WAV头中的音频格式是错误的。IEEE是浮点,但在你的情况下,我建议在通过网络发送音频之前转换为16位,以节省一点带宽。事实上lly,我以前从来没有处理过音频。你能给我一些链接来帮助我吗?我在我的(为无耻插头道歉)中详细介绍了这一点
public void play()
{
SoundEffect soundE = new SoundEffect(stream.ToArray(), 48000, AudioChannels.Mono);
soundE.CreateInstance();
FrameworkDispatcher.Update();
isPlaying = true;
soundE.Play();
}
public void WriteWavHeader(Stream stream, int sampleRate)
{
const int bitsPerSample = 32;
const int bytesPerSample = bitsPerSample / 8;
var encoding = System.Text.Encoding.UTF8;
// ChunkID Contains the letters "RIFF" in ASCII form (0x52494646 big-endian form).
stream.Write(encoding.GetBytes("RIFF"), 0, 4);
// NOTE this will be filled in later
stream.Write(BitConverter.GetBytes(0), 0, 4);
// Format Contains the letters "WAVE"(0x57415645 big-endian form).
stream.Write(encoding.GetBytes("WAVE"), 0, 4);
// Subchunk1ID Contains the letters "fmt " (0x666d7420 big-endian form).
stream.Write(encoding.GetBytes("fmt "), 0, 4);
// Subchunk1Size 16 for PCM. This is the size of therest of the Subchunk which follows this number.
stream.Write(BitConverter.GetBytes(16), 0, 4);
// AudioFormat PCM = 1 (i.e. Linear quantization) Values other than 1 indicate some form of compression.
stream.Write(BitConverter.GetBytes((short)1), 0, 2);
// NumChannels Mono = 1, Stereo = 2, etc.
stream.Write(BitConverter.GetBytes((short)1), 0, 2);
// SampleRate 8000, 44100, etc.
stream.Write(BitConverter.GetBytes(sampleRate), 0, 4);
// ByteRate = SampleRate * NumChannels * BitsPerSample/8
stream.Write(BitConverter.GetBytes(sampleRate * bytesPerSample), 0, 4);
// BlockAlign NumChannels * BitsPerSample/8 The number of bytes for one sample including all channels.
stream.Write(BitConverter.GetBytes((short)(bytesPerSample)), 0, 2);
// BitsPerSample 8 bits = 8, 16 bits = 16, etc.
stream.Write(BitConverter.GetBytes((short)(bitsPerSample)), 0, 2);
// Subchunk2ID Contains the letters "data" (0x64617461 big-endian form).
stream.Write(encoding.GetBytes("data"), 0, 4);
// NOTE to be filled in later
stream.Write(BitConverter.GetBytes(0), 0, 4);
}