使用 UWP 监控实时音频并检测枪声/拍手声

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【中文标题】使用 UWP 监控实时音频并检测枪声/拍手声【英文标题】:Using UWP monitor live audio and detect gun-fire/clap sound 【发布时间】:2019-01-03 09:27:50 【问题描述】:

我正在开发一个新的 UWP 应用程序,该应用程序应监控声音并为每次突然的敲击声触发一个事件(类似枪声或拍手声)。

它需要启用默认音频输入并监控实时音频。 设置音频灵敏度以识别环境噪音和识别拍手/枪声 当出现像拍手/枪声这样的高频声音时(理想情况下,它应该像配置的频率一样,比如 +/-40,那么它就是枪声/拍手)然后它应该调用一个事件。

无需保存音频 我尝试实现this

SoundMonitoringPage

public sealed partial class MyPage : Page
    
 private async void Page_Loaded(object sender, RoutedEventArgs e)
        
            string deviceId = Windows.Media.Devices.MediaDevice.GetDefaultAudioCaptureId(Windows.Media.Devices.AudioDeviceRole.Communications);
            gameChatAudiostateMonitor = AudioStateMonitor.CreateForCaptureMonitoringWithCategoryAndDeviceId(MediaCategory.GameChat, deviceId);
            gameChatAudioStateMonitor.SoundLevelChanged += GameChatSoundLevelChanged;
         
//other logic

    

声级变化

 private void GameChatSoundLevelChanged(AudioStateMonitor sender, object args)
        
            switch (sender.SoundLevel)
            
                case SoundLevel.Full:
                    LevelChangeEvent();
                    break;
                case SoundLevel.Muted:
                    LevelChangeEvent();
                    break;
                case SoundLevel.Low:
                    // Audio capture should never be "ducked", only muted or full volume.
                    Debug.WriteLine("Unexpected audio state change.");
                    break;
            
        

ENV:Windows 10 (v1809) IDE:VS 2017

不确定这是否是正确的方法。这不会启用音频,也不会触发级别更改事件。

我在 WinForms 和 NAudio 教程 here 中看到了其他选项。可能通过采样频率我可以检查事件...没有必须教程使用 NAudio 和 UWP 来绘制图形并识别频率。

更新:


遵循@Rob Caplan - MSFT 的建议,这就是我最终得到的结果

IMemoryBufferByteAccess.cs

// We are initializing a COM interface for use within the namespace
    // This interface allows access to memory at the byte level which we need to populate audio data that is generated
    [ComImport]
    [Guid("5B0D3235-4DBA-4D44-865E-8F1D0E4FD04D")]
    [InterfaceType(ComInterfaceType.InterfaceIsIUnknown)]

    unsafe interface IMemoryBufferByteAccess
    
        void GetBuffer(out byte* buffer, out uint capacity);
    

GunFireMonitorPage.xaml.cs

 public sealed partial class GunFireMonitorPage : Page
    
        private MainPage _rootPage;
        public static GunFireMonitorPage Current;
       

        private AudioGraph _graph;
        private AudioDeviceOutputNode _deviceOutputNode;
        private AudioFrameInputNode _frameInputNode;
        public double Theta;
        public DrivePage()
        
            InitializeComponent();
            Current = this;
        

        protected override async void OnNavigatedTo(NavigationEventArgs e)
        
            _rootPage = MainPage.Current;
            await CreateAudioGraph();
        


        protected override void OnNavigatedFrom(NavigationEventArgs e)
        
            _graph?.Dispose();
        
        private void Page_Loaded(object sender, RoutedEventArgs e)
        
        
       
        private unsafe AudioFrame GenerateAudioData(uint samples)
        
            // Buffer size is (number of samples) * (size of each sample)
            // We choose to generate single channel (mono) audio. For multi-channel, multiply by number of channels
            uint bufferSize = samples * sizeof(float);
            AudioFrame audioFrame = new AudioFrame(bufferSize);

            using (AudioBuffer buffer = audioFrame.LockBuffer(AudioBufferAccessMode.Write))
            using (IMemoryBufferReference reference = buffer.CreateReference())
            
                // Get the buffer from the AudioFrame
                // ReSharper disable once SuspiciousTypeConversion.Global
                // ReSharper disable once UnusedVariable
                ((IMemoryBufferByteAccess) reference).GetBuffer(out var dataInBytes, out var capacityInBytes);

                // Cast to float since the data we are generating is float
                var dataInFloat = (float*)dataInBytes;

                float freq = 1000; // choosing to generate frequency of 1kHz
                float amplitude = 0.3f;
                int sampleRate = (int)_graph.EncodingProperties.SampleRate;
                double sampleIncrement = (freq * (Math.PI * 2)) / sampleRate;

                // Generate a 1kHz sine wave and populate the values in the memory buffer
                for (int i = 0; i < samples; i++)
                
                    double sinValue = amplitude * Math.Sin(Theta);
                    dataInFloat[i] = (float)sinValue;
                    Theta += sampleIncrement;
                
            

            return audioFrame;
        
        private void node_QuantumStarted(AudioFrameInputNode sender, FrameInputNodeQuantumStartedEventArgs args)
        
            // GenerateAudioData can provide PCM audio data by directly synthesizing it or reading from a file.
            // Need to know how many samples are required. In this case, the node is running at the same rate as the rest of the graph
            // For minimum latency, only provide the required amount of samples. Extra samples will introduce additional latency.
            uint numSamplesNeeded = (uint)args.RequiredSamples;
            if (numSamplesNeeded != 0)
            
                AudioFrame audioData = GenerateAudioData(numSamplesNeeded);
                _frameInputNode.AddFrame(audioData);
            
        

        private void Button_Click(object sender, RoutedEventArgs e)
        
            if (generateButton.Content != null && generateButton.Content.Equals("Generate Audio"))
            
                _frameInputNode.Start();
                generateButton.Content = "Stop";
                audioPipe.Fill = new SolidColorBrush(Colors.Blue);
            
            else if (generateButton.Content != null && generateButton.Content.Equals("Stop"))
            
                _frameInputNode.Stop();
                generateButton.Content = "Generate Audio";
                audioPipe.Fill = new SolidColorBrush(Color.FromArgb(255, 49, 49, 49));
            
        

        private async Task CreateAudioGraph()
        
            // Create an AudioGraph with default settings
            AudioGraphSettings settings = new AudioGraphSettings(AudioRenderCategory.Media);
            CreateAudioGraphResult result = await AudioGraph.CreateAsync(settings);

            if (result.Status != AudioGraphCreationStatus.Success)
            
                // Cannot create graph
                _rootPage.NotifyUser($"AudioGraph Creation Error because result.Status.ToString()", NotifyType.ErrorMessage);
                return;
            

            _graph = result.Graph;

            // Create a device output node
            CreateAudioDeviceOutputNodeResult deviceOutputNodeResult = await _graph.CreateDeviceOutputNodeAsync();
            if (deviceOutputNodeResult.Status != AudioDeviceNodeCreationStatus.Success)
            
                // Cannot create device output node
                _rootPage.NotifyUser(
                    $"Audio Device Output unavailable because deviceOutputNodeResult.Status.ToString()", NotifyType.ErrorMessage);
                speakerContainer.Background = new SolidColorBrush(Colors.Red);
            

            _deviceOutputNode = deviceOutputNodeResult.DeviceOutputNode;
            _rootPage.NotifyUser("Device Output Node successfully created", NotifyType.StatusMessage);
            speakerContainer.Background = new SolidColorBrush(Colors.Green);

            // Create the FrameInputNode at the same format as the graph, except explicitly set mono.
            AudioEncodingProperties nodeEncodingProperties = _graph.EncodingProperties;
            nodeEncodingProperties.ChannelCount = 1;
            _frameInputNode = _graph.CreateFrameInputNode(nodeEncodingProperties);
            _frameInputNode.AddOutgoingConnection(_deviceOutputNode);
            frameContainer.Background = new SolidColorBrush(Colors.Green);

            // Initialize the Frame Input Node in the stopped state
            _frameInputNode.Stop();

            // Hook up an event handler so we can start generating samples when needed
            // This event is triggered when the node is required to provide data
            _frameInputNode.QuantumStarted += node_QuantumStarted;

            // Start the graph since we will only start/stop the frame input node
            _graph.Start();
        
    

GunFireMonitorPage.xaml

<Page
    x:Class="SmartPileInspector.xLite.GunFireMonitorPage"
    xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
    xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
    xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
    xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
    mc:Ignorable="d" Loaded="Page_Loaded"
    HorizontalAlignment="Center"
    Background="ThemeResource ApplicationPageBackgroundThemeBrush">
    <ScrollViewer HorizontalAlignment="Center">
        <StackPanel HorizontalAlignment="Center">
            <!-- more page content -->
            <Grid HorizontalAlignment="Center">
                <Grid.ColumnDefinitions>
                    <ColumnDefinition Width="*"/>
                    <ColumnDefinition Width="*"/>
                </Grid.ColumnDefinitions>

                <Grid.RowDefinitions>
                    <RowDefinition Height="55"></RowDefinition>
                </Grid.RowDefinitions>
             
            </Grid>
 
      
            <AppBarButton x:Name="generateButton" Content="Generate Audio" Click="Button_Click" MinWidth="120" MinHeight="45" Margin="0,50,0,0"/>
            <Border x:Name="frameContainer" BorderThickness="0" Background="#4A4A4A" MinWidth="120" MinHeight="45" Margin="0,20,0,0">
                <TextBlock x:Name="frame" Text="Frame Input" VerticalAlignment="Center" HorizontalAlignment="Center" />
            </Border>
            <StackPanel>
                <Rectangle x:Name="audioPipe" Margin="0,20,0,0" Height="10" MinWidth="160" Fill="#313131" HorizontalAlignment="Stretch"/>
            </StackPanel>
            <Border x:Name="speakerContainer" BorderThickness="0" Background="#4A4A4A" MinWidth="120" MinHeight="45" Margin="0,20,0,0">
                <TextBlock x:Name="speaker" Text="Output Device" VerticalAlignment="Center" HorizontalAlignment="Center" />
            </Border>
            <!--</AppBar>-->
         
        </StackPanel>
    </ScrollViewer>
</Page>

没有生成图表。并且有蓝线连续的哔声。 非常感谢任何帮助

更新:实现 AudioVisualizer


在AudioVisualizer 的帮助下,我能够绘制虱子音频图。

  AudioGraph _graph;
        AudioDeviceInputNode _inputNode;
        PlaybackSource _source;
        SourceConverter _converter;
 protected override void OnNavigatedTo(NavigationEventArgs e)
        
            _rootPage = MainPage.Current;
            _rootPage.SetDimensions(700, 600);
            
            base.OnNavigatedTo(e);
            CreateAudioGraphAsync();
        
 protected override void OnNavigatedFrom(NavigationEventArgs e)
        
            base.OnNavigatedFrom(e);
            _graph?.Stop();
            _graph?.Dispose();
            _graph = null;
        
 async void CreateAudioGraphAsync()
        
            var graphResult = await AudioGraph.CreateAsync(new AudioGraphSettings(Windows.Media.Render.AudioRenderCategory.Media));
            if (graphResult.Status != AudioGraphCreationStatus.Success)
                throw new InvalidOperationException($"Graph creation failed graphResult.Status");
            _graph = graphResult.Graph;
            var inputNodeResult = await _graph.CreateDeviceInputNodeAsync(MediaCategory.Media);
            if (inputNodeResult.Status == AudioDeviceNodeCreationStatus.Success)
            

                _inputNode = inputNodeResult.DeviceInputNode;

                _source = PlaybackSource.CreateFromAudioNode(_inputNode);
                _converter = new SourceConverter
                
                    Source = _source.Source,
                    MinFrequency = 110.0f,
                    MaxFrequency = 3520.0f,
                    FrequencyCount = 12 * 5 * 5,
                    FrequencyScale = ScaleType.Linear,
                    SpectrumRiseTime = TimeSpan.FromMilliseconds(20),
                    SpectrumFallTime = TimeSpan.FromMilliseconds(200),
                    RmsRiseTime = TimeSpan.FromMilliseconds(20),
                    RmsFallTime = TimeSpan.FromMilliseconds(500),
                    ChannelCount = 1
                ;
                // Note A2
                // Note A7
                // 5 octaves, 5 bars per note
                // Use RMS to gate noise, fast rise slow fall
                NotesSpectrum.Source = _converter;

                _graph.Start();
            
            else
            
                _rootPage.NotifyUser("Cannot access microphone", NotifyType.ErrorMessage);
            
        

现在的挑战是当波频率高于阈值时如何连接事件?在那种情况下,我想计算拍摄次数、时间戳和强度。

示例声音


这是我的Recording of live sound,你可以在这里,当大锤敲击(每秒或更少)时,我想调用一个事件。

【问题讨论】:

【参考方案1】:

您可以通过查找该帧中所有 pcm 数据的平均振幅来找到该帧的分贝。我相信您想要创建一个处理输入的图表,看起来像这样

private static event LoudNoise<double>;
private static int quantum = 0;
static AudioGraph ingraph;
private static AudioDeviceInputNode deviceInputNode;
private static AudioFrameOutputNode frameOutputNode;

public static async Task<bool> CreateInputDeviceNode(string deviceId)

    Console.WriteLine("Creating AudioGraphs");
    // Create an AudioGraph with default settings
    AudioGraphSettings graphsettings = new AudioGraphSettings(AudioRenderCategory.Media);
    graphsettings.EncodingProperties = new AudioEncodingProperties();
    graphsettings.EncodingProperties.Subtype = "Float";
    graphsettings.EncodingProperties.SampleRate = 48000;
    graphsettings.EncodingProperties.ChannelCount = 2;
    graphsettings.EncodingProperties.BitsPerSample = 32;
    graphsettings.EncodingProperties.Bitrate = 3072000;
    //settings.DesiredSamplesPerQuantum = 960;
    //settings.QuantumSizeSelectionMode = QuantumSizeSelectionMode.ClosestToDesired;
    CreateAudioGraphResult graphresult = await AudioGraph.CreateAsync(graphsettings);

    if (graphresult.Status != AudioGraphCreationStatus.Success)
    
        // Cannot create graph
        return false;
    

    ingraph = graphresult.Graph;AudioGraphSettings nodesettings = new AudioGraphSettings(AudioRenderCategory.GameChat);
nodesettings.EncodingProperties = AudioEncodingProperties.CreatePcm(48000, 2, 32);
    nodesettings.DesiredSamplesPerQuantum = 960;
    nodesettings.QuantumSizeSelectionMode = QuantumSizeSelectionMode.ClosestToDesired;
    frameOutputNode = ingraph.CreateFrameOutputNode(ingraph.EncodingProperties);
    quantum = 0;
    ingraph.QuantumStarted += Graph_QuantumStarted;

    DeviceInformation selectedDevice;

    string device = Windows.Media.Devices.MediaDevice.GetDefaultAudioCaptureId(Windows.Media.Devices.AudioDeviceRole.Default);
    if (!string.IsNullOrEmpty(device))
    
            selectedDevice = await DeviceInformation.CreateFromIdAsync(device);
     else
    
        return false;
    

    CreateAudioDeviceInputNodeResult result =
        await ingraph.CreateDeviceInputNodeAsync(MediaCategory.Media, nodesettings.EncodingProperties, selectedDevice);
    if (result.Status != AudioDeviceNodeCreationStatus.Success)
    
        // Cannot create device output node
        return false;
    


    deviceInputNode = result.DeviceInputNode;
    deviceInputNode.AddOutgoingConnection(frameOutputNode);
    frameOutputNode.Start();
    ingraph.Start();
    return true;

private static void Graph_QuantumStarted(AudioGraph sender, object args)

    if (++quantum % 2 == 0)
    
        AudioFrame frame = frameOutputNode.GetFrame();
        float[] dataInFloats;
        using (AudioBuffer buffer = frame.LockBuffer(AudioBufferAccessMode.Write))
        using (IMemoryBufferReference reference = buffer.CreateReference())
        
            // Get the buffer from the AudioFrame
            ((IMemoryBufferByteAccess)reference).GetBuffer(out byte* dataInBytes, out uint capacityInBytes);

            float* dataInFloat = (float*)dataInBytes;
            dataInFloats = new float[capacityInBytes / sizeof(float)];

            for (int i = 0; i < capacityInBytes / sizeof(float); i++)
            
                dataInFloats[i] = dataInFloat[i];
            
        

        double decibels = 0f;
        foreach (var sample in dataInFloats)
        
            decibels += Math.Abs(sample);
        
        decibels = 20 * Math.Log10(decibels / dataInFloats.Length);
        // You can pass the decibel value where ever you'd like from here
        if (decibels > 10)
        
            LoudNoise?.Invoke(this, decibels);
         
    

附:我做了所有这些静态的,但如果它们都在同一个实例中自然会起作用

我还从我自己的项目中部分复制了这个,所以它可能有一些我忘记修剪的部分。希望对你有帮助

【讨论】:

让我们continue this discussion in chat。 在我的 Xaml 页面 imgur.com/a/tJZXowO 上的 TextBox 控件上设置值会引发错误@ 它试图从不是 UI 线程的线程中设置值。您需要在await Windows.UI.Xaml.Dispatcher.RunAsync(Windows.UI.Core.CoreDispatcherPriority.Normal, async () =&gt; /*Your Code*/); 中运行您的代码【参考方案2】:

回答“这是正确的方法”问题:不,AudioStateMonitor 对解决问题没有帮助。

AudioStateMonitor.SoundLevelChanged 会告诉您系统是否正在闪避您的声音,以免干扰其他东西。例如,它可以使音乐静音以支持电话铃声。 SoundLevelChanged 不会告诉您任何有关录制声音的音量或频率的信息,而这正是您检测拍手所需要的。

正确的方法是使用 AudioGraph(或 WASAPI,但不是来自 C#)将原始音频捕获到 AudioFrameOutputNode 以处理信号,然后通过 FFT 运行以检测您的声音目标频率和数量。 AudioCreation sample 演示了使用 AudioGraph,但不具体是 AudioFrameOutputNode。

每https://home.howstuffworks.com/clapper1.htm 拍手将在 2200Hz 到 2800Hz 的频率范围内。

识别枪声看起来要复杂得多,不同的枪具有非常不同的特征。快速搜索发现了几篇关于这个而不是琐碎算法的研究论文。我怀疑你会想要某种机器学习来对这些进行分类。这是之前讨论使用 ML 区分枪声和非枪声的帖子:SVM for one Vs all acoustic signal classification

【讨论】:

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