naudio WaveOut未播放iSampleProvider提供的所有数据



我正在使用nAudio开发一个点击生成器。作为测试,我创建了一个ISampleProvideror类来读取/播放音频文件。iSampleProvider读取PCM(32位ieee)wav文件,然后使用WaveOut播放器播放。WaveOut只播放通过IsampleProvideror Read()方法传递的音频的大约1/4。这会导致播放不稳定。ISampleProvider read()方法在正确的时间间隔请求正确的数据量,但WaveOut只播放提供给接口的前25%的样本。知道如何解决这个问题吗?或者我是否使用了错误的类来构建点击轨迹(BufferedWaveProvider也可能工作,但它只缓冲5秒的音频)?

 public void TestSampleProvider()
        {
            ISampleProvider mySamples = new MySamples();
            var _waveOut = new WaveOut(WaveCallbackInfo.FunctionCallback()) {DeviceNumber = 0};
            _waveOut.Init(mySamples);
            _waveOut.Play();
            Console.ReadLine();
        }
  public class MySamples : ISampleProvider
    {
        private float[] samplesFloats;
        private int position;
        private WaveFileReader clicksound;
        public int Read(float[] buffer, int offset, int count)
        {
            var copyCount = count;
            if (position + copyCount > samplesFloats.Count())
            {
                copyCount = samplesFloats.Count() - position;
            }
            Console.WriteLine("samplesFloats {0} position {1}  copyCount {2} offset {3} time {4}", samplesFloats.Count(), position, copyCount, offset, DateTime.Now.Millisecond);
            Buffer.BlockCopy(samplesFloats, position, buffer, offset, copyCount);
            position += copyCount;
          return copyCount;
        }
        public MySamples()
        {
            clicksound = new WaveFileReader(@"C:tempsample.wav");
            WaveFormat = clicksound.WaveFormat;
            samplesFloats = new float[clicksound.SampleCount];
            for (int i = 0; i < clicksound.SampleCount; i++)
            {
                samplesFloats[i] = clicksound.ReadNextSampleFrame()[0];//it;s a mono file
            }
        }
        public WaveFormat WaveFormat { get; private set; }
    }

我认为使用ISampleProvider的WaveOut可能有问题,所以我使用IWaveProvider接口来做同样的事情。事实上,这里有一个用于向waveout发送无尾点击的基本类。如果你让它运行很长时间,这可能会遇到内存问题,但对于流行歌曲来说,这应该没问题。同样,这只适用于32位文件(注意字节缓冲区上的*4)

  public class MyClick : IWaveProvider
    {
        private int position;
        private WaveFileReader clicksound;
        private byte[] samplebuff;
        MemoryStream _byteStream = new System.IO.MemoryStream();
        public MyClick(float bpm=120)
        {
            clicksound = new WaveFileReader(@"click_sample.wav");
            var bpmsampleslen = (60 / bpm) * clicksound.WaveFormat.SampleRate;
            samplebuff = new byte[(int) bpmsampleslen*4];
            clicksound.Read(samplebuff, 0,(int) clicksound.Length);
            _byteStream.Write(samplebuff, 0, samplebuff.Length);
            _byteStream.Position = 0;
            WaveFormat = clicksound.WaveFormat;
        }
        public int Read(byte[] buffer, int offset, int count)
        {
         //we reached the end of the stream add another one to the end and keep playing
            if (count + _byteStream.Position > _byteStream.Length)
            {
                var holdpos = _byteStream.Position;
                _byteStream.Write(samplebuff, 0, samplebuff.Length);
                _byteStream.Position = holdpos;
            }
        return _byteStream.Read(buffer, offset, count);
        }
        public WaveFormat WaveFormat { get; private set; }
    }

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