从字节数组实时播放



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。

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