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
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 | 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
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 | 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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