Diese Segmente können unterschiedliche Start-, Längen- und Wiedergabegeschwindigkeiten haben, so wie jeder Audio-/Video-Editor funktioniert.
Ich versuche, die Audiowiedergabe dieser Audiosegmente mit NAudio zu implementieren.
So initialisiere ich die notwendigen Helfer:
Code: Select all
public EditorViewModel()
{
_outputDevice = new WaveOutEvent();
_mixer = new MixingSampleProvider(WaveFormat.CreateIeeeFloatWaveFormat(48000, 2))
{
ReadFully = true
};
_bufferedWaveProvider = new BufferedWaveProvider(_mixer.WaveFormat);
_outputDevice.Init(_bufferedWaveProvider);
}
Code: Select all
private void MixAudioTracks()
{
_mixer.RemoveAllMixerInputs();
_audioFileReaders = [];
foreach (var track in Tracks)
{
foreach (var segment in track.Segments)
{
var inputStream = new AudioFileReader(segment.AudioPath)
{
Volume = segment.Volume
};
var offsetProvider = new OffsetSampleProvider(inputStream.ToSampleProvider())
{
DelayBy = TimeSpan.FromTicks(segment.StartTime),
SkipOver = TimeSpan.FromTicks(segment.StartTimeOffset),
Take = TimeSpan.FromTicks(segment.Length - segment.EndTimeOffset)
};
var pitchProvider = new SmbPitchShiftingSampleProvider(offsetProvider)
{
PitchFactor = segment.SpeedFactor / SpeedFactor //Segment vs previewer speed
};
_audioFileReaders.Add(inputStream);
_mixer.AddMixerInput(pitchProvider);
}
}
FillBuffer(true);
}
Das ist meiner Meinung nach der einzige Weg, nach dem man suchen kann:
Aber das Problem besteht darin, dass der Mixer nach Ablauf der Gesamtspielzeit seine Eingänge entfernt. Auch wenn ich zurück zur Null suche.
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private void SeekAudio()
{
foreach (var fileReader in _audioFileReaders)
{
fileReader.CurrentTime = TimeSpan.FromTicks(CurrentTime);
//TODO: Adjust with segment Start and Offsets
}
FillBuffer(true);
}
private void FillBuffer(bool force = false)
{
if (!force && _lastSampleTime >= 0 && (_lastSampleTime < CurrentTime || _lastSampleTime + _bufferedWaveProvider.BufferDuration.Ticks < CurrentTime))
return;
//if (force || CurrentTime < _lastSampleTime)
_bufferedWaveProvider.ClearBuffer();
var floatBuffer = new float[_bufferedWaveProvider.BufferLength / 4];
var bytesRead = _mixer.Read(floatBuffer, 0, floatBuffer.Length);
//Convert float array to byte array
var byteBuffer = new byte[bytesRead * 4]; //4 bytes per float
Buffer.BlockCopy(floatBuffer, 0, byteBuffer, 0, byteBuffer.Length);
_bufferedWaveProvider.AddSamples(byteBuffer, 0, byteBuffer.Length);
//Update the last sample timestamp.
_lastSampleTime = CurrentTime;
}
Überprüfe den _mixer und sehe, dass die Eingaben gelöscht wurden.
EDIT 2:
Okay, ich habe es zum Laufen gebracht, aber Sieht chaotisch aus.
Wird immer noch auf Fehler getestet.
Ich wünschte, es gäbe eine CurrentTime-Eigenschaft im MixingSampleProvider, das würde die Sache einfacher machen.
Code: Select all
private void SeekAudio(long seekTo)
{
CurrentTime = seekTo;
MixAudioTracks();
FillBuffer(true);
}
private void MixAudioTracks()
{
_mixer.RemoveAllMixerInputs();
foreach (var track in Tracks)
{
foreach (var segment in track.Segments)
{
//If audio segment is out of range, ignore it.
if (CurrentRenderTime > segment.StartTime + segment.Length)
continue;
var inputStream = new AudioFileReader(segment.AudioPath)
{
Volume = segment. Volume, //0f to 1f
};
var offsetProvider = new OffsetSampleProvider(inputStream.ToSampleProvider());
//Audio segment needs to be played at the exact time, based on its position, length, trims/offset
if (segment.StartTime < CurrentTime)
{
offsetProvider.SkipOver = TimeSpan.FromTicks(CurrentRenderTime - segment.StartTime + segment.StartTimeOffset);
offsetProvider.Take = TimeSpan.FromTicks(segment.Length - segment.EndTimeOffset - CurrentTime - segment.StartTime);
}
else
{
offsetProvider.DelayBy = TimeSpan.FromTicks(segment.StartTime - CurrentTime);
offsetProvider.SkipOver = TimeSpan.FromTicks(segment.StartTimeOffset);
offsetProvider.Take = TimeSpan.FromTicks(segment.Length - segment.EndTimeOffset);
}
var pitchProvider = new SmbPitchShiftingSampleProvider(offsetProvider)
{
PitchFactor = segment.SpeedFactor / (float)PreviewerSpeedFactor
};
_mixer.AddMixerInput(pitchProvider);
}
}
}
Der Wert von 10_000_000 Ticks ist eine Schätzung. Der Puffer muss geladen werden, wenn er sich dem Ende nähert.
Code: Select all
private void FillBuffer(bool force = false)
{
//Only fill buffer if forced, never filled, current time in past or current time past buffer length.
if (!force && _lastSampleTime >= 0 && (_lastSampleTime > CurrentRenderTime ||
_lastSampleTime + _bufferedWaveProvider.BufferDuration.Ticks - 10_000_000 > CurrentTime))
return;
_bufferedWaveProvider.ClearBuffer();
var floatBuffer = new float[_bufferedWaveProvider.BufferLength / 4];
var bytesRead = _mixer.Read(floatBuffer, 0, floatBuffer.Length);
//Convert float array to byte array
var byteBuffer = new byte[bytesRead * 4]; //4 bytes per float
Buffer.BlockCopy(floatBuffer, 0, byteBuffer, 0, byteBuffer.Length);
_bufferedWaveProvider.AddSamples(byteBuffer, 0, byteBuffer.Length);
//Update the last sample timestamp.
_lastSampleTime = CurrentTime;
}