Xamarin:播放一分钟的声音
本文关键字:声音 一分钟 播放 Xamarin | 更新日期: 2023-09-27 18:17:38
我正在尝试播放一分钟的声音。我可以这么做,但我的做法是先生成声音缓冲,然后再播放,这花费了太多时间,有很大的延迟。所以现在我试图在播放时生成声音缓冲。所以不会有延误。它播放了大约4秒,然后停止,但我不能再点击我的按钮像一分钟,所以我认为代码仍在运行,即使我听不到任何东西。
下面是我的代码:public void play()
{
short[] buffer = new short[44100];
track = new AudioTrack (Stream.Music, 44100, ChannelOut.Mono, Encoding.Pcm16bit, 5292000, AudioTrackMode.Static);
track.SetPlaybackRate (44100);
while (n2 < 5292000) {
for (int n = 0; n < 44100; n++) {
float temp1 = (float)( Amplitude * Math.Sin ((2 * Math.PI * Frequency * n2) / 44100D));
byte[] bytes = BitConverter.GetBytes (temp1);
buffer [n] = (short)(temp1 * short.MaxValue);
n2++;
}
int buffer_number = track.Write (buffer, 0, buffer.Length);
track.Play();
}
track.Release();
}
我尝试使用AudioTrackMode流但当程序进入轨道时。Play抛出一个运行时错误:在未初始化的AudioTrack上调用play()。
我做错了什么?
以下是我如何在c#中基于android示例使其工作的精简版本:
http://marblemice.blogspot.fr/2010/04/generate-and-play-tone-in-android.htmlpublic void playSound()
{
var duration = 1;
var sampleRate = 8000;
var numSamples = duration * sampleRate;
var sample = new double[numSamples];
var freqOfTone = 1900;
byte[] generatedSnd = new byte[2 * numSamples];
for (int i = 0; i < numSamples; ++i) {
sample[i] = Math.Sin(2 * Math.PI * i / (sampleRate/freqOfTone));
}
int idx = 0;
foreach (double dVal in sample) {
short val = (short) (dVal * 32767);
generatedSnd[idx++] = (byte) (val & 0x00ff);
generatedSnd[idx++] = (byte) ((val & 0xff00) >> 8);
}
var track = new AudioTrack (global::Android.Media.Stream.Music, sampleRate, ChannelOut.Mono, Encoding.Pcm16bit, numSamples, AudioTrackMode.Static);
track.Write(generatedSnd, 0, numSamples);
track.Play ();
}
根据您的需要调整duration
和' freqOfTone ' '。