同时播放三个声音c#

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【中文标题】同时播放三个声音c#【英文标题】:Play three sounds simultaneously c# 【发布时间】:2015-08-14 13:00:02 【问题描述】:

我想同时播放三个声音,但是第二个声音必须在一秒钟后播放,第三个声音必须在两秒钟后播放。我有这个代码:

private void Play()
        
            AxWindowsMediaPlayer player1 = new AxWindowsMediaPlayer();
            player1.CreateControl();
            AxWindowsMediaPlayer player2 = new AxWindowsMediaPlayer();
            player2.CreateControl();
            AxWindowsMediaPlayer player3 = new AxWindowsMediaPlayer();
            player3.CreateControl();
            player1.URL = "sounds\\1.wav";
            player1.Ctlcontrols.play();
            System.Threading.Thread.Sleep(1000);
            player2.URL = "sounds\\2.wav";
            player2.Ctlcontrols.play();
            System.Threading.Thread.Sleep(1000);
            player3.URL = "sounds\\3.wav";
            player3.Ctlcontrols.play();

为什么所有这些声音会在两秒后一次播放?

【问题讨论】:

使用 Directx 库,它是击球手并使用托管代码 我猜是因为 .play() 是一个异步方法,调用它之后,你立即调用了 Thread.Sleep(1000)。您必须创建 3 个线程并同步它们,以便第一个调用 play(),而第二个和第三个调用 Sleep(1000) 和 Sleep(2000) 【参考方案1】:

我最终使用了 SharpDX(可通过 NuGet 包获得 SharpDXSharpDX.XAudio2

可以在我的一个 GitHub 项目中找到它的使用示例:2DAI 在这个screen recording 中你也可以听到各种重叠的声音。

播放声音:

var backgroundMusicSound = new AudioClip(@".\Assets\Sounds\Music\Background.wav" /*Sound path*/, 1.0 /* Volumne*/, true /*Loop Forever?*/)

backgroundMusicSound.Play();

我拼凑的课程:

public class AudioClip

    private XAudio2 _xaudio = new XAudio2();
    private WaveFormat _waveFormat;
    private AudioBuffer _buffer;
    private SoundStream _soundstream;
    private SourceVoice _singleSourceVoice;
    private bool _loopForever;
    private bool _isPlaying = false; //Only applicable when _loopForever == false;
    private bool _isFading;
    private string _wavFilePath; //For debugging.
    private float _initialVolumne;

    public AudioClip(string wavFilePath, float initialVolumne = 1, bool loopForever = false)
    
        _loopForever = loopForever;
        _wavFilePath = wavFilePath;
        _initialVolumne = initialVolumne;

        var masteringsound = new MasteringVoice(_xaudio); //Yes, this is required.
        var nativefilestream = new NativeFileStream(wavFilePath,
            NativeFileMode.Open, NativeFileAccess.Read, NativeFileShare.Read);

        _soundstream = new SoundStream(nativefilestream);

        _waveFormat = _soundstream.Format;
        _buffer = new AudioBuffer
        
            Stream = _soundstream.ToDataStream(),
            AudioBytes = (int)_soundstream.Length,
            Flags = BufferFlags.EndOfStream
        ;

        if (loopForever)
        
            _buffer.LoopCount = 100;
        
    

    public void Play()
    
        lock (this)
        
            if (_loopForever == true)
            
                if (_isPlaying)
                
                    if (_isFading)
                    
                        _isFading = false;
                        _singleSourceVoice.SetVolume(_initialVolumne);
                    

                    return;
                
                _singleSourceVoice = new SourceVoice(_xaudio, _waveFormat, true);
                _singleSourceVoice.SubmitSourceBuffer(_buffer, _soundstream.DecodedPacketsInfo);
                _singleSourceVoice.SetVolume(_initialVolumne);

                _singleSourceVoice.Start();
                _isPlaying = true;
                return;
            
        

        var sourceVoice = new SourceVoice(_xaudio, _waveFormat, true);
        sourceVoice.SubmitSourceBuffer(_buffer, _soundstream.DecodedPacketsInfo);
        sourceVoice.SetVolume(_initialVolumne);
        sourceVoice.Start();
    

    public void Fade()
    
        if (_isPlaying && _isFading == false)
        
            _isFading = true;
            (new Thread(FadeThread)).Start();
        
    

    private void FadeThread()
    
        float volumne;

        _singleSourceVoice.GetVolume(out volumne);

        while (_isFading && volumne > 0)
        
            volumne -= 0.25f;
            volumne = volumne < 0 ? 0 : volumne;
            _singleSourceVoice.SetVolume(volumne);
            Thread.Sleep(100);
        
        Stop();
    

    public void Stop()
    
        if (_loopForever == true)
        
            if (_singleSourceVoice != null && _isPlaying)
            
                _singleSourceVoice.Stop();
            
            _isPlaying = false;
            _isFading = false;
        
        else
        
            throw new Exception("Cannot stop overlapped audio.");
        
    

还应该注意的是,加载声音可能是一个繁重的过程,所以如果你经常这样做,那么你可能想像我一样缓存它们:

private Dictionary<string, AudioClip> _audioClips  get; set;  = new Dictionary<string, AudioClip>();

public AudioClip GetSoundCached(string wavFilePath, float initialVolumne, bool loopForever = false)

    lock (_audioClips)
    
        AudioClip result = null;

        wavFilePath = wavFilePath.ToLower();

        if (_audioClips.ContainsKey(wavFilePath))
        
            result = _audioClips[wavFilePath];
        
        else
        
            result = new AudioClip(wavFilePath, initialVolumne, loopForever);
            _audioClips.Add(wavFilePath, result);
        

        return result;
    

【讨论】:

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