2010-10-06 44 views
4

(道歉,如果这是一个重复的...我张贴,但并没有发现它实际上是由它来论坛)播放声音与SlimDX和DirectSound的(C#)

我一直试图让SlimDX的DirectSound加工。这是我的代码。它从一个wav文件填充二级缓冲区,然后在一个线程循环中交替地填充缓冲区的下半部分或上半部分。

它播放缓冲区罚款的第一个负载。 AutoResetEvents在它们应该和下半部分然后填充上半部分时触发(用Debug语句验证)。但是在第一次加载缓冲区后播放不会继续。所以不知怎的,缓冲区的重新填充不能正常工作。

想法?

(我用的DirectSound,因为它是我发现设置,我想使用的音频设备的GUID的唯一途径。愿意接受其他.NET友好的方式。)

private void PlaySound(Guid soundCardGuid, string audioFile) { 
     DirectSound ds = new DirectSound(soundCardGuid); 

     ds.SetCooperativeLevel(this.Handle, CooperativeLevel.Priority); 

     WaveFormat format = new WaveFormat(); 
     format.BitsPerSample = 16; 
     format.BlockAlignment = 4; 
     format.Channels = 2; 
     format.FormatTag = WaveFormatTag.Pcm; 
     format.SamplesPerSecond = 44100; 
     format.AverageBytesPerSecond = format.SamplesPerSecond * format.BlockAlignment; 

     SoundBufferDescription desc = new SoundBufferDescription(); 
     desc.Format = format; 
     desc.Flags = BufferFlags.GlobalFocus; 
     desc.SizeInBytes = 8 * format.AverageBytesPerSecond; 

     PrimarySoundBuffer pBuffer = new PrimarySoundBuffer(ds, desc); 

     SoundBufferDescription desc2 = new SoundBufferDescription(); 
     desc2.Format = format; 
     desc2.Flags = BufferFlags.GlobalFocus | BufferFlags.ControlPositionNotify | BufferFlags.GetCurrentPosition2; 
     desc2.SizeInBytes = 8 * format.AverageBytesPerSecond; 

     SecondarySoundBuffer sBuffer1 = new SecondarySoundBuffer(ds, desc2); 

     NotificationPosition[] notifications = new NotificationPosition[2]; 
     notifications[0].Offset = desc2.SizeInBytes/2 + 1; 
     notifications[1].Offset = desc2.SizeInBytes - 1; ; 

     notifications[0].Event = new AutoResetEvent(false); 
     notifications[1].Event = new AutoResetEvent(false); 
     sBuffer1.SetNotificationPositions(notifications); 

     byte[] bytes1 = new byte[desc2.SizeInBytes/2]; 
     byte[] bytes2 = new byte[desc2.SizeInBytes]; 

     Stream stream = File.Open(audioFile, FileMode.Open); 

     Thread fillBuffer = new Thread(() => { 
      int readNumber = 1; 
      int bytesRead; 

      bytesRead = stream.Read(bytes2, 0, desc2.SizeInBytes); 
      sBuffer1.Write<byte>(bytes2, 0, LockFlags.None); 
      sBuffer1.Play(0, PlayFlags.None); 
      while (true) { 
       if (bytesRead == 0) { break; } 
       notifications[0].Event.WaitOne(); 
       bytesRead = stream.Read(bytes1, 0, bytes1.Length); 
       sBuffer1.Write<byte>(bytes1, 0, LockFlags.None); 

       if (bytesRead == 0) { break; } 
       notifications[1].Event.WaitOne(); 
       bytesRead = stream.Read(bytes1, 0, bytes1.Length); 
       sBuffer1.Write<byte>(bytes1, desc2.SizeInBytes/2, LockFlags.None); 
      } 
      stream.Close(); 
      stream.Dispose(); 
     }); 
     fillBuffer.Start(); 
    } 
} 

回答

3

您尚未将其设置为循环播放缓冲区。将代码更改为:

sBuffer1.Play(0, PlayFlags.Looping); 
+1

谢谢。就是这样。在没有任何关于这个主题的SlimDX文档的时候,我误解了这些标志的含义。 – blearyeye 2010-10-07 18:19:04

+0

完成。忘了这么做了。 – blearyeye 2011-01-06 20:16:15

+0

也适用于DirectSound。与blearyeye有同样的问题。感谢您指点我... – 2011-02-15 10:48:06