我有无限循环播放的背景声音。我希望它在用户按下按钮时淡出。衰落声音输入/输出
我试过如下:
- 一个DirectSoundOut与的WaveStream
- A定时器开始改变WaveChannel32的体积。
问题:
- 改变体积,同时播放声音时产生的噪音。
有没有人知道更好的解决方案?
我有无限循环播放的背景声音。我希望它在用户按下按钮时淡出。衰落声音输入/输出
我试过如下:
问题:
有没有人知道更好的解决方案?
要执行平滑的淡入或淡出,您需要在样本级别执行此操作。然后将每个样本乘以逐渐增加或减少的数字。您正在使用WaveChannel32,因此您的音频已被转换为32位浮点。然后,我会创建另一个负责淡入和淡出的IWaveProvider实现者。通常它会通过样本不变,但在Read方法中,如果您处于淡入或淡出状态,它将乘以每个样本(如果它是立体声的话)。
NAudio 1.5中的ISampleProvider接口旨在使这种类型的事情更容易,因为它允许您将样本作为32位浮点数处理,而不是实现IWaveProvider,它需要您将byte []转换为float []。这里有一个用于淡入和淡出的SampleProvider,我只是将它包含在下一个NAudio中,并希望尽快发布它。只需拨打BeginFadeIn
或BeginFadeOut
以适当的淡入持续时间。
public class FadeInOutSampleProvider : ISampleProvider
{
enum FadeState
{
Silence,
FadingIn,
FullVolume,
FadingOut,
}
private readonly object lockObject = new object();
private readonly ISampleProvider source;
private int fadeSamplePosition;
private int fadeSampleCount;
private FadeState fadeState;
public FadeInOutSampleProvider(ISampleProvider source)
{
this.source = source;
this.fadeState = FadeState.FullVolume;
}
public void BeginFadeIn(double fadeDurationInMilliseconds)
{
lock (lockObject)
{
fadeSamplePosition = 0;
fadeSampleCount = (int)((fadeDurationInMilliseconds * source.WaveFormat.SampleRate)/1000);
fadeState = FadeState.FadingIn;
}
}
public void BeginFadeOut(double fadeDurationInMilliseconds)
{
lock (lockObject)
{
fadeSamplePosition = 0;
fadeSampleCount = (int)((fadeDurationInMilliseconds * source.WaveFormat.SampleRate)/1000);
fadeState = FadeState.FadingOut;
}
}
public int Read(float[] buffer, int offset, int count)
{
int sourceSamplesRead = source.Read(buffer, offset, count);
lock (lockObject)
{
if (fadeState == FadeState.FadingIn)
{
FadeIn(buffer, offset, sourceSamplesRead);
}
else if (fadeState == FadeState.FadingOut)
{
FadeOut(buffer, offset, sourceSamplesRead);
}
else if (fadeState == FadeState.Silence)
{
ClearBuffer(buffer, offset, count);
}
}
return sourceSamplesRead;
}
private static void ClearBuffer(float[] buffer, int offset, int count)
{
for (int n = 0; n < count; n++)
{
buffer[n + offset] = 0;
}
}
private void FadeOut(float[] buffer, int offset, int sourceSamplesRead)
{
int sample = 0;
while (sample < sourceSamplesRead)
{
float multiplier = 1.0f - (fadeSamplePosition/(float)fadeSampleCount);
for (int ch = 0; ch < source.WaveFormat.Channels; ch++)
{
buffer[offset + sample++] *= multiplier;
}
fadeSamplePosition++;
if (fadeSamplePosition > fadeSampleCount)
{
fadeState = FadeState.Silence;
// clear out the end
ClearBuffer(buffer, sample + offset, sourceSamplesRead - sample);
break;
}
}
}
private void FadeIn(float[] buffer, int offset, int sourceSamplesRead)
{
int sample = 0;
while (sample < sourceSamplesRead)
{
float multiplier = (fadeSamplePosition/(float)fadeSampleCount);
for (int ch = 0; ch < source.WaveFormat.Channels; ch++)
{
buffer[offset + sample++] *= multiplier;
}
fadeSamplePosition++;
if (fadeSamplePosition > fadeSampleCount)
{
fadeState = FadeState.FullVolume;
// no need to multiply any more
break;
}
}
}
public WaveFormat WaveFormat
{
get { return source.WaveFormat; }
}
}
或者你也可以,这样做:
while (waveOut.volume > 0.1)
{
waveOut.volume -= 0.1;
System.Threading.Thread.Sleep(10);
}
^一个淡出的例子。我在我自己的程序中使用它,工作正常。