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;
///
/// 开始录音
///
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(waveSource_DataAvailable);
waveSource.RecordingStopped += new EventHandler(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();
}
///
/// 停止录音
///
public void StopRec()
{
waveSource.StopRecording();
if (waveSource != null)
{
waveSource.Dispose();
waveSource = null;
}
if (waveFile != null)
{
waveFile.Dispose();
waveFile = null;
}
}
///
/// 录音结束后保存的文件路径
///
/// 保存wav文件的路径名
public void SetFileName(string fileName)
{
this.fileName = fileName;
}
///
/// 开始录音回调函数
///
///
///
private void waveSource_DataAvailable(object sender, WaveInEventArgs e)
{
if (waveFile != null)
{
waveFile.Write(e.Buffer, 0, e.BytesRecorded);
waveFile.Flush();
}
}
///
/// 录音结束回调函数
///
///
///
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);
}
///
/// Get SoundTouch version string
///
public static String GetVersionString()
{
// convert "char *" data to c# string
return Marshal.PtrToStringAnsi(soundtouch_getVersionString());
}
///
/// Returns number of processed samples currently available in SoundTouch for immediate output.
///
public uint NumSamples()
{
return soundtouch_numSamples(handle);
}
///
/// 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.
///
/// Sample buffer to input
/// Number of sample frames in buffer. Notice
/// that in case of multi-channel sound a single sample frame contains
/// data for all channels
public void PutSamples(float[] samples, uint numSamples)
{
soundtouch_putSamples(handle, samples, numSamples);
}
///
/// Sets the number of channels
///
/// 1 = mono, 2 = stereo, n = multichannel
public void SetChannels(uint numChannels)
{
soundtouch_setChannels(handle, numChannels);
}
///
/// Sets sample rate.
///
/// Samplerate, e.g. 44100
public void SetSampleRate(uint srate)
{
soundtouch_setSampleRate(handle, srate);
}
///
/// Receive processed samples from the processor.
///
/// Buffer where to copy output samples
/// Max number of sample frames to receive
///
public uint ReceiveSamples(float[] outBuffer, uint maxSamples)
{
return soundtouch_receiveSamples(handle, outBuffer, maxSamples);
}
///
/// 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.
///
public void Flush()
{
soundtouch_flush(handle);
}
///
/// Clears all the samples in the object's output and internal processing
/// buffers.
///
public void Clear()
{
soundtouch_clear(handle);
}
///
/// Sets new tempo control value.
///
/// Tempo setting. Normal tempo = 1.0, smaller values
/// represent slower tempo, larger faster tempo.
public void SetTempo(float newTempo)
{
soundtouch_setTempo(handle, newTempo);
}
///
/// Sets new tempo control value as a difference in percents compared
/// to the original tempo (-50 .. +100 %);
///
/// Tempo setting in %
public void SetTempoChange(float newTempo)
{
soundtouch_setTempoChange(handle, newTempo);
}
///
/// Sets new rate control value.
///
/// Rate setting. Normal rate = 1.0, smaller values
/// represent slower rate, larger faster rate.
public void SetRate(float newRate)
{
soundtouch_setTempo(handle, newRate);
}
///
/// Sets new rate control value as a difference in percents compared
/// to the original rate (-50 .. +100 %);
///
/// Rate setting in %
public void SetRateChange(float newRate)
{
soundtouch_setRateChange(handle, newRate);
}
///
/// Sets new pitch control value.
///
/// Pitch setting. Original pitch = 1.0, smaller values
/// represent lower pitches, larger values higher pitch.
public void SetPitch(float newPitch)
{
soundtouch_setPitch(handle, newPitch);
}
///
/// Sets pitch change in octaves compared to the original pitch
/// (-1.00 .. +1.00 for +- one octave);
///
/// Pitch setting in octaves
public void SetPitchOctaves(float newPitch)
{
soundtouch_setPitchOctaves(handle, newPitch);
}
///
/// Sets pitch change in semi-tones compared to the original pitch
/// (-12 .. +12 for +- one octave);
///
/// Pitch setting in semitones
public void SetPitchSemiTones(float newPitch)
{
soundtouch_setPitchSemiTones(handle, newPitch);
}
///
/// int16 version of soundtouch_putSamples(): This accept int16 (short) sample data
/// and internally converts it to float format before processing
///
/// Sample input buffer.
/// Number of sample frames in buffer. Notice
/// that in case of multi-channel sound a single
/// sample frame contains data for all channels.
public void PutSamples_i16(short[] samples, uint numSamples)
{
soundtouch_putSamples_i16(handle, samples, numSamples);
}
///
/// Changes a setting controlling the processing system behaviour. See the
/// 'SETTING_...' defines for available setting ID's.
///
/// Setting ID number. see SETTING_... defines.
///
/// nonzero if successful, otherwise zero
public int SetSetting(int settingId, int value)
{
return soundtouch_setSetting(handle, settingId, value);
}
///
/// Reads a setting controlling the processing system behaviour. See the
/// 'SETTING_...' defines for available setting ID's.
///
/// Setting ID number
/// The setting value
public int soundtouch_getSetting(int settingId)
{
return soundtouch_getSetting(handle, settingId);
}
///
/// Returns number of samples currently unprocessed in SoundTouch internal buffer
///
/// Number of sample frames
public uint NumUnprocessedSamples()
{
return soundtouch_numUnprocessedSamples(handle);
}
///
/// int16 version of soundtouch_receiveSamples(): This converts internal float samples
/// into int16 (short) return data type
///
/// Buffer where to copy output samples.
/// How many samples to receive at max.
/// Number of received sample frames
public uint soundtouch_receiveSamples_i16(short[] outBuffer, uint maxSamples)
{
return soundtouch_receiveSamples_i16(handle, outBuffer, maxSamples);
}
///
/// Check if there aren't any samples available for outputting.
///
/// nonzero if there aren't any samples available for outputting
public int IsEmpty()
{
return soundtouch_isEmpty(handle);
}
[DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_getVersionId")]
///
/// Get SoundTouch library version Id
///
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)