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; /// <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
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)