我使用 dma(LAN-TCP) 将音频从微型发送到 PC:
while (1) {
U32 max;
int r,i;
main_TcpNet ();
if(tcpSend & sendBuffer)
{
if(selectBuffer)
{
send_datalog(ADC_RegularConvertedValueTab2,sizeof(ADC_RegularConvertedValueTab2));
sendBuffer = 0;
}
else
{
send_datalog(ADC_RegularConvertedValueTab,sizeof(ADC_RegularConvertedValueTab));
sendBuffer = 0;
}
main_TcpNet ();
}
}
}
我需要实时播放它,这就是我迄今为止使用 NAudio 所做的:
byte[] recBuff = new byte[1400];
public void OnDataReceived(IAsyncResult asyn)
{
try
{
SocketPacket theSockId = (SocketPacket)asyn.AsyncState;
int iRx = theSockId.thisSocket.EndReceive(asyn);
recBuff [count]= theSockId.dataBuffer[0];
count++;
if (count >= 1400)
{
//--------------------------------------------------------------------
for (int i = 0; i < 1400; i += 2)
recieveSound[i / 2] = recBuff[i] + (recBuff[i + 1] * 256); //turn back to 16bit
//--------------------------------------------------------------------
foreach(int data in recieveSound)
sound.Add(data);
//----------------------------------
if (playStauts)
{
if (firstplay)
{
IWaveProvider provider = new RawSourceWaveStream(
new MemoryStream(recBuff), new WaveFormat());
_waveOut.Init(provider);
_waveOut.Play();
//playThread.Start();
//firstplay = false;
}
}
else
{
player.Stop();
}
count = 0; //RESET THE RecBuff
}
//---------------------------------------------------------------
}
catch (ObjectDisposedException)
{
System.Diagnostics.Debugger.Log(0, "1", "nOnDataReceived: Socket has been closedn");
}
catch (SocketException se)
{
MessageBox.Show(se.Message);
}
}
private void exitToolStripMenuItem_Click(object sender, EventArgs e)
{
if (m_clientSocket != null)
{
m_clientSocket.Close();
m_clientSocket = null;
}
Close();
}
private void frmMain_Load(object sender, EventArgs e)
{
playThread = new Thread(new ThreadStart(play));
player = new SoundPlayer(filePath);
toolStriplbIP.Text = "Your IP: " + GetIP();
btnDisconnect.Enabled = false;
}
#region Palying Sound
private void btnPlay_Click(object sender, EventArgs e)
{
try
{
//Array.Clear(sound, 0, sound.Count);
buffCount = 0;
offsetSound = 0;
sound.Clear();
Object objData = "7";
byte[] byData = System.Text.Encoding.ASCII.GetBytes(objData.ToString());
if (m_clientSocket != null)
m_clientSocket.Send(byData);
playStauts = true;
}
catch (Exception ex)
{
MessageBox.Show(ex.Message);
}
}
private void btnPause_Click(object sender, EventArgs e)
{
playStauts = false;
}
#endregion
public void play()
{
while(true){
using (SoundPlayer player = new SoundPlayer(filePath))
{
//????????
}
}
}
我只听到像比吉利翁一样在几秒钟内嗡嗡作响。但是当我保存它然后播放它时,我听到这首歌非常清晰和响亮。怎么了?当字节数组增长时,如何播放字节数组?
这甚至对我有用吗?
byte[] bytes = new byte[1400];
IWaveProvider provider = new RawSourceWaveStream(
new MemoryStream(bytes), new WaveFormat());
_waveOut.Init(provider);
_waveOut.Play();
首先,您使用的是默认WaveFormat
,这可能是正确的,也可能是不正确的。 源格式和目标格式之间的分歧肯定会给您带来问题。
一旦你确定WaveFormat
是正确的,我建议使用BufferedWaveProvider
作为波浪播放器的输入,而不是MemoryStream
,像这样:
WaveFormat Format = new WaveFormat(/* fill in the right parameters here */);
BufferedWaveProvider Provider = new BufferedWaveProvider(Foramt);
然后,每当你对你的recBuff
感到满意时,你只需调用Provider.AddSamples
将数据放入BufferedWaveProvider
,然后你的WaveOut
玩家就会拾取。
还有其他一些奇怪的事情正在发生。 您是否一次只接收一个字节? 看起来这就是您的异步处理程序正在执行的操作。 这可能不是最好的事情,因为这会导致大量的上下文切换。 如果您一次接收多个字节,那么您只会抓取第一个字节而忽略其余字节。 这无疑会导致播放过程中出现"意外"的声音。