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我正在爲我的鼓課程製作應用程序並使其跨平臺我選擇了Urho.Sharp,因爲它具有低級別的聲音API以及豐富的圖形功能。這裏描述BufferedSoundStream無法播放wav文件
第一步我做一個節拍器應用程序,爲我與BufferedSoundStream工作在這裏加入音頻,然後在需要的沉默,:https://github.com/xamarin/urho-samples/blob/master/FeatureSamples/Core/29_SoundSynthesis/SoundSynthesis.cs
但由此產生的聲音是不是聲音就像隨機位進入緩衝流一樣。
這是我的代碼:
///
/// this code initialize sound subsystem
///
void CreateSound()
{
// Sound source needs a node so that it is considered enabled
node = new Node();
SoundSource source = node.CreateComponent<SoundSource>();
soundStream = new BufferedSoundStream();
// Set format: 44100 Hz, sixteen bit, stereo
soundStream.SetFormat(44100, true, true);
// Start playback. We don't have data in the stream yet, but the
SoundSource will wait until there is data,
// as the stream is by default in the "don't stop at end" mode
source.Play(soundStream);
}
///
/// this code preload all sound resources
///
readonly Dictionary<PointSoundType, string> SoundsMapping = new Dictionary<PointSoundType, string>
{
{PointSoundType.beat, "wav/beat.wav"},
{PointSoundType.click, "wav/click.wav"},
{PointSoundType.click_accent, "wav/click_accent.wav"},
{PointSoundType.crash, "wav/crash.wav"},
{PointSoundType.foot_hh, "wav/foot_hh.wav"},
{PointSoundType.hh, "wav/hh.wav"},
{PointSoundType.open_hh, "wav/open_hh.wav"},
{PointSoundType.ride, "wav/ride.wav"},
{PointSoundType.snare, "wav/snare.wav"},
{PointSoundType.tom_1, "wav/tom_1.wav"},
{PointSoundType.tom_2, "wav/tom_2.wav"},
};
Dictionary<PointSoundType, Sound> SoundCache = new Dictionary<PointSoundType, Sound>();
private void LoadSoundResources()
{
// preload all sounds
foreach (var s in SoundsMapping)
{
SoundCache[s.Key] = ResourceCache.GetSound(s.Value);
Debug.WriteLine("resource loaded: " + s.Value + ", length = " + SoundCache[s.Key].Length);
}
}
///
/// this code fill up the stream with audio
///
private void UpdateSound()
{
// Try to keep 1/10 seconds of sound in the buffer, to avoid both dropouts and unnecessary latency
//float targetLength = 1.0f/10.0f;
// temporary increase buffer to 1s
float targetLength = 1.0f;
float requiredLength = targetLength - soundStream.BufferLength;
if (requiredLength < 0.0f)
return;
uint numSamples = (uint)(soundStream.Frequency * requiredLength);
// check if stream is still full
if (numSamples == 0)
return;
var silencePause = new short[44100];
// iterate and play all sounds
SoundCache.All(s =>
{
soundStream.AddData(s.Value.Handle, s.Value.DataSize);
// add silencio
soundStream.AddData(silencePause, 0, silencePause.Length);
return true;
});
}