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c# - 连接 SoundEffects (wav) 并保存到隔离存储

转载 作者:太空宇宙 更新时间:2023-11-03 14:09:58 25 4
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我很难找到一个好的解决方案来解决我的这个问题。

我在手机上标记为内容的 3 种音效,都具有相同的比特率。

  • sound1.wav
  • sound2.wav
  • sound3.wav

我希望用户能够以任何顺序或他们喜欢的任意次数选择 wav 文件的播放顺序,然后根据他们的选择生成一个新的 wav 文件,该文件可以存储和播放从隔离存储带回来。

感谢 Walt Ritscher 到目前为止的帮助,但您最终会看到我的编码技能充其量是支离 splinter 的。我在下面的代码中试图传达的是,系统将提示用户通过点击事件选择任何/所有声音,并且他的选择将决定新的音效听起来像什么(顺序等)但是还有很多我不知道的,这是我想出的代码(虽然不在我的编码计算机上);

//SO I have this master list of sounds to use, indicated in this block of code:
//sound1.wav, sound2.wav, sound3.wav
// my wav files are marked as resources
// get the wav file from the DLL
var streamInfo1 = Application.GetResourceStream(
new Uri(sound1.wav, UriKind.Relative));
var streamInfo2 = Application.GetResourceStream(
new Uri(sound2.wav, UriKind.Relative));
var streamInfo3 = Application.GetResourceStream(
new Uri(sound3.wav, UriKind.Relative));

//With the above declarations made, I run each one as a stream as a variable.
var stream1 = streamInfo1.Stream as UnmanagedMemoryStream;
var stream2 = streamInfo2.Stream as UnmanagedMemoryStream;
var stream3 = streamInfo3.Stream as UnmanagedMemoryStream;



//The user can choose the sounds in any order, and repeat if desired.
//Let us assume the user chose in this order:
//sound1.wav + sound1.wav + sound2.wav +sound3.wav


for (int i = 0; i < 10; i++)
{
var bytesA = new byte[stream1.Length];
var bytesB = new byte[stream1.Length];
var bytesC = new byte[stream2.Length];
}

// read the bytes from the stream into the array
stream1.Read(bytesA, 0, (int)stream1.Length);
stream2.Read(bytesB, 0, (int)stream1.Length);
stream3.Read(bytesC, 0, (int)stream2.Length);

var combined = new byte[bytesA.Length + bytesA.Length + bytesB.Length] + bytesC.Length]];

// copy the bytes into the combined array
System.Buffer.BlockCopy(bytesA, 0, combined, 0, bytesA.Length);
System.Buffer.BlockCopy(bytesB, 0, combined, bytesA.Length, bytesB.Length);

var outputStream = new MemoryStream();
outputStream.Write(combined, 0, combined.Length);

// substitute your own sample rate
var effect = new SoundEffect(
buffer: outputStream.ToArray(),
sampleRate: 48000,
channels: AudioChannels.Mono);
var instance = effect.CreateInstance();
instance.Play();

// save stream to IsolatedStorage

最佳答案

基本上,您必须从流中获取字节并将其组合成一个新的字节数组。然后将该数组存储到 UnmanagedMemoryStream 中。

   // my wav files are marked as resources
// get the wav file from the DLL
var streamInfo1 = Application.GetResourceStream(
new Uri(loopWav, UriKind.Relative));
var streamInfo2 = Application.GetResourceStream(
new Uri(beatWav, UriKind.Relative));

var stream1 = streamInfo1.Stream as UnmanagedMemoryStream;
var stream2 = streamInfo2.Stream as UnmanagedMemoryStream;

var bytesA = new byte[stream1.Length];
var bytesB = new byte[stream2.Length];

// read the bytes from the stream into the array
stream1.Read(bytesA, 0, (int)stream1.Length);
stream2.Read(bytesB, 0, (int)stream2.Length);

var combined = new byte[bytesA.Length + bytesB.Length];

// copy the bytes into the combined array
System.Buffer.BlockCopy(bytesA, 0, combined, 0, bytesA.Length);
System.Buffer.BlockCopy(bytesB, 0, combined, bytesA.Length, bytesB.Length);

var outputStream = new MemoryStream();
outputStream.Write(combined, 0, combined.Length);

// substitute your own sample rate
var effect = new SoundEffect(
buffer: outputStream.ToArray(),
sampleRate: 48000,
channels: AudioChannels.Mono);


var instance = effect.CreateInstance();
instance.Play();

// save stream to IsolatedStorage

我为 CoDe 杂志撰写了更多关于 WP7 音频的文章。

http://www.code-magazine.com/Article.aspx?quickid=1109071

关于c# - 连接 SoundEffects (wav) 并保存到隔离存储,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/8142659/

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