我正在开发 C#4.0/WPF 实时频谱分析仪(作为另一个项目的基础)。我使用 NAudio 最新版本在声卡上获取实时音频输出,并使用 WPFSoundVisualizationLib (http://wpfsvl.codeplex.com/) 获取 Spectrum Analyzer WPF Control。有了这个神奇的工具,工作几乎完成了,但它不能正常工作:-(
我有一个功能性 Spectrum,但信息不是权利,我不明白问题出在哪里......(我已经将我的 Spectrum 与 Equalify 进行了比较,Equalify 是 Spotify 的 Spectrum/均衡器,但我没有相同的行为)
这是我的主要课程:
using System;
using System.Windows;
using WPFSoundVisualizationLib;
namespace MySpectrumAnalyser
{
public partial class MainWindow : Window
{
private RealTimePlayback _playback;
private bool _record;
public MainWindow()
{
InitializeComponent();
this.Topmost = true;
this.Closing += MainWindow_Closing;
this.spectrum.FFTComplexity = FFTDataSize.FFT2048;
this.spectrum.RefreshInterval = 60;
}
private void MainWindow_Closing(object sender, System.ComponentModel.CancelEventArgs e)
{
if (this._record)
{
this._playback.Stop();
}
}
private void Button_Click_1(object sender, RoutedEventArgs e)
{
if (this._playback == null)
{
this._playback = new RealTimePlayback();
this.spectrum.RegisterSoundPlayer(this._playback);
}
if (!this._record)
{
this._playback.Start();
this.Dispatcher.Invoke(new Action(delegate
{
this.btnRecord.Content = "Stop";
}));
}
else
{
this._playback.Stop();
this.Dispatcher.Invoke(new Action(delegate
{
this.btnRecord.Content = "Start";
}));
}
this._record = !this._record;
}
}
}
还有我的环回分析器(它实现了 ISpectrumPlayer 以与 WPFSoundVisualizationLib Spectrum 控件一起使用)。
LoopbackCapture 继承 NAudio.CoreAudioApi.WasapiCapture。
从 Wasapi 接收的数据是一个字节数组(32 位 PCM,44.1kHz,2 通道,每个样本 32 位)
using NAudio.Dsp;
using NAudio.Wave;
using System;
using WPFSoundVisualizationLib;
namespace MySpectrumAnalyser
{
public class RealTimePlayback : ISpectrumPlayer
{
private LoopbackCapture _capture;
private object _lock;
private int _fftPos;
private int _fftLength;
private Complex[] _fftBuffer;
private float[] _lastFftBuffer;
private bool _fftBufferAvailable;
private int _m;
public RealTimePlayback()
{
this._lock = new object();
this._capture = new LoopbackCapture();
this._capture.DataAvailable += this.DataAvailable;
this._m = (int)Math.Log(this._fftLength, 2.0);
this._fftLength = 2048; // 44.1kHz.
this._fftBuffer = new Complex[this._fftLength];
this._lastFftBuffer = new float[this._fftLength];
}
public WaveFormat Format
{
get
{
return this._capture.WaveFormat;
}
}
private float[] ConvertByteToFloat(byte[] array, int length)
{
int samplesNeeded = length / 4;
float[] floatArr = new float[samplesNeeded];
for (int i = 0; i < samplesNeeded; i++)
{
floatArr[i] = BitConverter.ToSingle(array, i * 4);
}
return floatArr;
}
private void DataAvailable(object sender, WaveInEventArgs e)
{
// Convert byte[] to float[].
float[] data = ConvertByteToFloat(e.Buffer, e.BytesRecorded);
// For all data. Skip right channel on stereo (i += this.Format.Channels).
for (int i = 0; i < data.Length; i += this.Format.Channels)
{
this._fftBuffer[_fftPos].X = (float)(data[i] * FastFourierTransform.HannWindow(_fftPos, _fftLength));
this._fftBuffer[_fftPos].Y = 0;
this._fftPos++;
if (this._fftPos >= this._fftLength)
{
this._fftPos = 0;
// NAudio FFT implementation.
FastFourierTransform.FFT(true, this._m, this._fftBuffer);
// Copy to buffer.
lock (this._lock)
{
for (int c = 0; c < this._fftLength; c++)
{
this._lastFftBuffer[c] = this._fftBuffer[c].X;
}
this._fftBufferAvailable = true;
}
}
}
}
public void Start()
{
this._capture.StartRecording();
}
public void Stop()
{
this._capture.StopRecording();
}
public bool GetFFTData(float[] fftDataBuffer)
{
lock (this._lock)
{
// Use last available buffer.
if (this._fftBufferAvailable)
{
this._lastFftBuffer.CopyTo(fftDataBuffer, 0);
this._fftBufferAvailable = false;
return true;
}
else
{
return false;
}
}
}
public int GetFFTFrequencyIndex(int frequency)
{
int index = (int)(frequency / (this.Format.SampleRate / this._fftLength / this.Format.Channels));
return index;
}
public bool IsPlaying
{
get { return true; }
}
public event System.ComponentModel.PropertyChangedEventHandler PropertyChanged;
}
}
WPF 控件每 60 毫秒调用一次 GetFFTData 以更新 Spectrum。