public class NAudioRecorder { public WaveIn waveSource = null; public WaveFileWriter waveFile = null; private string fileName = string.Empty;
///
/// 开始录音 ///
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
(waveSource_DataAvailable); waveSource.RecordingStopped += new EventHandler(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(); }
/// /// 停止录音 /// public void StopRec() { waveSource.StopRecording();
if (waveSource != null) { waveSource.Dispose(); waveSource = null; }
/// /// Get SoundTouch version string /// public static String GetVersionString() { // convert "char *" data to c# string return Marshal.PtrToStringAnsi(soundtouch_getVersionString()); }
/// /// Returns number of processed samples currently available in SoundTouch for immediate output. /// public uint NumSamples() { return soundtouch_numSamples(handle); }
/// /// 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. /// /// Sample buffer to input /// Number of sample frames in buffer. Notice /// that in case of multi-channel sound a single sample frame contains /// data for all channels public void PutSamples(float[] samples, uint numSamples) { soundtouch_putSamples(handle, samples, numSamples); }
/// /// Sets the number of channels /// /// 1 = mono, 2 = stereo, n = multichannel public void SetChannels(uint numChannels) { soundtouch_setChannels(handle, numChannels); }
/// /// Sets sample rate. /// /// Samplerate, e.g. 44100 public void SetSampleRate(uint srate) { soundtouch_setSampleRate(handle, srate); }
/// /// Receive processed samples from the processor. /// /// Buffer where to copy output samples /// Max number of sample frames to receive /// public uint ReceiveSamples(float[] outBuffer, uint maxSamples) { return soundtouch_receiveSamples(handle, outBuffer, maxSamples); }
/// /// 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. /// public void Flush() { soundtouch_flush(handle); }
/// /// Clears all the samples in the object‘s output and internal processing /// buffers. /// public void Clear() { soundtouch_clear(handle); }
/// /// Sets new tempo control value. /// /// Tempo setting. Normal tempo = 1.0, smaller values /// represent slower tempo, larger faster tempo. public void SetTempo(float newTempo) { soundtouch_setTempo(handle, newTempo); }
/// /// Sets new tempo control value as a difference in percents compared /// to the original tempo (-50 .. +100 %); /// /// Tempo setting in % public void SetTempoChange(float newTempo) { soundtouch_setTempoChange(handle, newTempo); }
/// /// Sets new rate control value. /// /// Rate setting. Normal rate = 1.0, smaller values /// represent slower rate, larger faster rate. public void SetRate(float newRate) { soundtouch_setTempo(handle, newRate); }
/// /// Sets new rate control value as a difference in percents compared /// to the original rate (-50 .. +100 %); /// /// Rate setting in % public void SetRateChange(float newRate) { soundtouch_setRateChange(handle, newRate); }
/// /// Sets new pitch control value. /// /// Pitch setting. Original pitch = 1.0, smaller values /// represent lower pitches, larger values higher pitch. public void SetPitch(float newPitch) { soundtouch_setPitch(handle, newPitch); }
/// /// Sets pitch change in octaves compared to the original pitch /// (-1.00 .. +1.00 for +- one octave); /// /// Pitch setting in octaves public void SetPitchOctaves(float newPitch) { soundtouch_setPitchOctaves(handle, newPitch); }
/// /// Sets pitch change in semi-tones compared to the original pitch /// (-12 .. +12 for +- one octave); /// /// Pitch setting in semitones public void SetPitchSemiTones(float newPitch) { soundtouch_setPitchSemiTones(handle, newPitch); }
/// /// int16 version of soundtouch_putSamples(): This accept int16 (short) sample data /// and internally converts it to float format before processing /// /// Sample input buffer. /// Number of sample frames in buffer. Notice /// that in case of multi-channel sound a single /// sample frame contains data for all channels. public void PutSamples_i16(short[] samples, uint numSamples) { soundtouch_putSamples_i16(handle, samples, numSamples); }
/// /// Changes a setting controlling the processing system behaviour. See the /// ‘SETTING_...‘ defines for available setting ID‘s. /// /// Setting ID number. see SETTING_... defines. /// /// nonzero if successful, otherwise zero public int SetSetting(int settingId, int value) { return soundtouch_setSetting(handle, settingId, value); }
/// /// Reads a setting controlling the processing system behaviour. See the /// ‘SETTING_...‘ defines for available setting ID‘s. /// /// Setting ID number /// The setting value public int soundtouch_getSetting(int settingId) { return soundtouch_getSetting(handle, settingId); }
/// /// Returns number of samples currently unprocessed in SoundTouch internal buffer /// /// Number of sample frames public uint NumUnprocessedSamples() { return soundtouch_numUnprocessedSamples(handle); }
/// /// int16 version of soundtouch_receiveSamples(): This converts internal float samples /// into int16 (short) return data type /// /// Buffer where to copy output samples. /// How many samples to receive at max. /// Number of received sample frames public uint soundtouch_receiveSamples_i16(short[] outBuffer, uint maxSamples) { return soundtouch_receiveSamples_i16(handle, outBuffer, maxSamples); }
/// /// Check if there aren‘t any samples available for outputting. /// /// nonzero if there aren‘t any samples available for outputting public int IsEmpty() { return soundtouch_isEmpty(handle); }
[DllImport("SoundTouch.dll", CallingConvention = CallingConvention.Cdecl, EntryPoint = "soundtouch_getVersionId")] /// /// Get SoundTouch library version Id /// public static extern int GetVersionId();
[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);