C# 录音和变调
一直想研究下录音 正好有个项目有机会使用一下强大的 NAudio (https://github.com/naudio/NAudio)库
录音
NAudio 录音类库
public class NAudioRecorder
{
public WaveIn waveSource = null;
public WaveFileWriter waveFile = null;
private string fileName = string.Empty; /// <summary>
/// 开始录音
/// </summary>
public void StartRec()
{
waveSource = new WaveIn();
waveSource.WaveFormat = new WaveFormat(16000, 16, 1); // 16bit,16KHz,Mono的录音格式 waveSource.DataAvailable += new EventHandler<WaveInEventArgs>(waveSource_DataAvailable);
waveSource.RecordingStopped += new EventHandler<StoppedEventArgs>(waveSource_RecordingStopped);
//writer = new WaveFileWriter(outputFilePath, capture.WaveFormat);
var capture = new WasapiLoopbackCapture();
Directory.CreateDirectory(fileName);
var outputFilePath = Path.Combine(fileName, "recorded.wav");
waveFile = new WaveFileWriter(outputFilePath, waveSource.WaveFormat); waveSource.StartRecording();
} /// <summary>
/// 停止录音
/// </summary>
public void StopRec()
{
waveSource.StopRecording(); if (waveSource != null)
{
waveSource.Dispose();
waveSource = null;
} if (waveFile != null)
{
waveFile.Dispose();
waveFile = null;
}
} /// <summary>
/// 录音结束后保存的文件路径
/// </summary>
/// <param name="fileName">保存wav文件的路径名</param>
public void SetFileName(string fileName)
{
this.fileName = fileName;
} /// <summary>
/// 开始录音回调函数
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void waveSource_DataAvailable(object sender, WaveInEventArgs e)
{
if (waveFile != null)
{
waveFile.Write(e.Buffer, 0, e.BytesRecorded);
waveFile.Flush();
}
} /// <summary>
/// 录音结束回调函数
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void waveSource_RecordingStopped(object sender, StoppedEventArgs e)
{
if (waveSource != null)
{
waveSource.Dispose();
waveSource = null;
} if (waveFile != null)
{
waveFile.Dispose();
waveFile = null;
}
}
}
变声
变声用到的是SoundTouch.dll
SoundTouch wrapper
public class SoundTouch
{
private IntPtr handle; public SoundTouch()
{
handle = soundtouch_createInstance();
} ~SoundTouch()
{
soundtouch_destroyInstance(handle);
} /// <summary>
/// Get SoundTouch version string
/// </summary>
public static String GetVersionString()
{
// convert "char *" data to c# string
return Marshal.PtrToStringAnsi(soundtouch_getVersionString());
} /// <summary>
/// Returns number of processed samples currently available in SoundTouch for immediate output.
/// </summary>
public uint NumSamples()
{
return soundtouch_numSamples(handle);
} /// <summary>
/// Adds 'numSamples' pcs of samples from the 'samples' memory position into
/// the input of the object. Notice that sample rate _has_to_ be set before
/// calling this function, otherwise throws a runtime_error exception.
/// </summary>
/// <param name="samples">Sample buffer to input</param>
/// <param name="numSamples">Number of sample frames in buffer. Notice
/// that in case of multi-channel sound a single sample frame contains
/// data for all channels</param>
public void PutSamples(float[] samples, uint numSamples)
{
soundtouch_putSamples(handle, samples, numSamples);
} /// <summary>
/// Sets the number of channels
/// </summary>
/// <param name="numChannels">1 = mono, 2 = stereo, n = multichannel</param>
public void SetChannels(uint numChannels)
{
soundtouch_setChannels(handle, numChannels);
} /// <summary>
/// Sets sample rate.
/// </summary>
/// <param name="srate">Samplerate, e.g. 44100</param>
public void SetSampleRate(uint srate)
{
soundtouch_setSampleRate(handle, srate);
} /// <summary>
/// Receive processed samples from the processor.
/// </summary>
/// <param name="outBuffer">Buffer where to copy output samples</param>
/// <param name="maxSamples">Max number of sample frames to receive</param>
/// <returns></returns>
public uint ReceiveSamples(float[] outBuffer, uint maxSamples)
{
return soundtouch_receiveSamples(handle, outBuffer, maxSamples);
} /// <summary>
/// Flushes the last samples from the processing pipeline to the output.
/// Clears also the internal processing buffers.
//
/// Note: This function is meant for extracting the last samples of a sound
/// stream. This function may introduce additional blank samples in the end
/// of the sound stream, and thus it's not recommended to call this function
/// in the middle of a sound stream.
/// </summary>
public void Flush()
{
soundtouch_flush(handle);
} /// <summary>
/// Clears all the samples in the object's output and internal processing
/// buffers.
/// </summary>
public void Clear()
{
soundtouch_clear(handle);
} /// <summary>
/// Sets new tempo control value.
/// </summary>
/// <param name="newTempo">Tempo setting. Normal tempo = 1.0, smaller values
/// represent slower tempo, larger faster tempo.</param>
public void SetTempo(float newTempo)
{
soundtouch_setTempo(handle, newTempo);
} /// <summary>
/// Sets new tempo control value as a difference in percents compared
/// to the original tempo (-50 .. +100 %);
/// </summary>
/// <param name="newTempo">Tempo setting in %</param>
public void SetTempoChange(float newTempo)
{
soundtouch_setTempoChange(handle, newTempo);
} /// <summary>
/// Sets new rate control value.
/// </summary>
/// <param name="newRate">Rate setting. Normal rate = 1.0, smaller values
/// represent slower rate, larger faster rate.</param>
public void SetRate(float newRate)
{
soundtouch_setTempo(handle, newRate);
} /// <summary>
/// Sets new rate control value as a difference in percents compared
/// to the original rate (-50 .. +100 %);
/// </summary>
/// <param name="newRate">Rate setting in %</param>
public void SetRateChange(float newRate)
{
soundtouch_setRateChange(handle, newRate);
} /// <summary>
/// Sets new pitch control value.
/// </summary>
/// <param name="newPitch">Pitch setting. Original pitch = 1.0, smaller values
/// represent lower pitches, larger values higher pitch.</param>
public void SetPitch(float newPitch)
{
soundtouch_setPitch(handle, newPitch);
} /// <summary>
/// Sets pitch change in octaves compared to the original pitch
/// (-1.00 .. +1.00 for +- one octave);
/// </summary>
/// <param name="newPitch">Pitch setting in octaves</param>
public void SetPitchOctaves(float newPitch)
{
soundtouch_setPitchOctaves(handle, newPitch);
} /// <summary>
/// Sets pitch change in semi-tones compared to the original pitch
/// (-12 .. +12 for +- one octave);
/// </summary>
/// <param name="newPitch">Pitch setting in semitones</param>
public void SetPitchSemiTones(float newPitch)
{
soundtouch_setPitchSemiTones(handle, newPitch);
} /// <summary>
/// int16 version of soundtouch_putSamples(): This accept int16 (short) sample data
/// and internally converts it to float format before processing
/// </summary>
/// <param name="samples">Sample input buffer.</param>
/// <param name="numSamples">Number of sample frames in buffer. Notice
/// that in case of multi-channel sound a single
/// sample frame contains data for all channels.</param>
public void PutSamples_i16(short[] samples, uint numSamples)
{
soundtouch_putSamples_i16(handle, samples, numSamples);
} /// <summary>
/// Changes a setting controlling the processing system behaviour. See the
/// 'SETTING_...' defines for available setting ID's.
/// </summary>
/// <param name="settingId">Setting ID number. see SETTING_... defines.</param>
/// <param name="value"New setting value></param>
/// <returns>nonzero if successful, otherwise zero</returns>
public int SetSetting(int settingId, int value)
{
return soundtouch_setSetting(handle, settingId, value);
} /// <summary>
/// Reads a setting controlling the processing system behaviour. See the
/// 'SETTING_...' defines for available setting ID's.
/// </summary>
/// <param name="settingId">Setting ID number</param>
/// <returns>The setting value</returns>
public int soundtouch_getSetting(int settingId)
{
return soundtouch_getSetting(handle, settingId);
} /// <summary>
/// Returns number of samples currently unprocessed in SoundTouch internal buffer
/// </summary>
/// <returns>Number of sample frames</returns>
public uint NumUnprocessedSamples()
{
return soundtouch_numUnprocessedSamples(handle);
} /// <summary>
/// int16 version of soundtouch_receiveSamples(): This converts internal float samples
/// into int16 (short) return data type
/// </summary>
/// <param name="outBuffer">Buffer where to copy output samples.</param>
/// <param name="maxSamples">How many samples to receive at max.</param>
/// <returns>Number of received sample frames</returns>
public uint soundtouch_receiveSamples_i16(short[] outBuffer, uint maxSamples)
{
return soundtouch_receiveSamples_i16(handle, outBuffer, maxSamples);
} /// <summary>
/// Check if there aren't any samples available for outputting.
/// </summary>
/// <returns>nonzero if there aren't any samples available for outputting</returns>
public int IsEmpty()
{
return soundtouch_isEmpty(handle);
} [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_getVersionId")]
/// <summary>
/// Get SoundTouch library version Id
/// </summary>
public static extern int GetVersionId(); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern IntPtr soundtouch_createInstance(); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern void soundtouch_destroyInstance(IntPtr h); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern IntPtr soundtouch_getVersionString(); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern void soundtouch_setRate(IntPtr h, float newRate); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern void soundtouch_setTempo(IntPtr h, float newTempo); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern void soundtouch_setRateChange(IntPtr h, float newRate); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern void soundtouch_setTempoChange(IntPtr h, float newTempo); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern void soundtouch_setPitch(IntPtr h, float newPitch); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern void soundtouch_setPitchOctaves(IntPtr h, float newPitch); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern void soundtouch_setPitchSemiTones(IntPtr h, float newPitch); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern void soundtouch_setChannels(IntPtr h, uint numChannels); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern void soundtouch_setSampleRate(IntPtr h, uint srate); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern void soundtouch_flush(IntPtr h); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern void soundtouch_putSamples(IntPtr h, float[] samples, uint numSamples); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern void soundtouch_putSamples_i16(IntPtr h, short[] samples, uint numSamples); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern void soundtouch_clear(IntPtr h); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern int soundtouch_setSetting(IntPtr h, int settingId, int value); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern int soundtouch_getSetting(IntPtr h, int settingId); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern uint soundtouch_numUnprocessedSamples(IntPtr h); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern uint soundtouch_receiveSamples(IntPtr h, float[] outBuffer, uint maxSamples); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern uint soundtouch_receiveSamples_i16(IntPtr h, short[] outBuffer, uint maxSamples); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern uint soundtouch_numSamples(IntPtr h); [DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl)]
private static extern int soundtouch_isEmpty(IntPtr h);
}
源码下载(https://files.cnblogs.com/files/leoxjy/demo.zip)
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