画线 加声音
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using NAudio.Wave;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Resources;
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using System.Text;
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using System.Threading.Tasks;
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using CDSAE3_Lian_Lian_Kan.Properties;
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using NAudio.Wave.SampleProviders;
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namespace CDSAE3_Lian_Lian_Kan.Sound
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{
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public class Audio_processer
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{
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class Audio_File_Processor
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{
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private WaveChannel32? volumeStream;
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private List<string> audioFiles = new List<string>();
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string base_path;
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int next_song = 0;
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int volume = 90;
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public Audio_File_Processor()
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{
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base_path = AppDomain.CurrentDomain.BaseDirectory;
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}
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internal void set_Albums(string s)=>audioFiles = Settings.musics.TryGetValue(s, out List<string>? val) ? val : new List<string>();
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internal Wave16ToFloatProvider get_next_song()
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{
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volumeStream?.Close();
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string name = audioFiles[next_song];
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next_song++;
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next_song %= audioFiles.Count;
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name = name.Split('.').First().Replace(" ","_").Replace("-","_");
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object obj = Settings.res_Manager.GetObject(name, Settings.res_Culture)!;
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MemoryStream sound = new MemoryStream((byte[])obj);
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MemoryStream ms = new MemoryStream(StreamToBytes(sound));
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var ws = new Mp3FileReader(ms);
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BlockAlignReductionStream blockAlignReductionStream = new BlockAlignReductionStream(ws);
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Wave16ToFloatProvider wave16ToFloatProvider = new Wave16ToFloatProvider(blockAlignReductionStream);
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wave16ToFloatProvider.Volume = volume / 100f;
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return wave16ToFloatProvider;
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}
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internal Wave16ToFloatProvider get_last_song()
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{
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next_song = (next_song - 2 + audioFiles.Count) % audioFiles.Count;
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return get_next_song();
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}
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internal void volume_change(int val)
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{
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volume = val;
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if(volumeStream != null)
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volumeStream.Volume = volume / 100f;
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}
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internal static byte[] StreamToBytes(Stream stream)
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{
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long originalPosition = 0;
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if (stream.CanSeek)
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{
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originalPosition = stream.Position;
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stream.Position = 0;
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}
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try
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{
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byte[] readBuffer = new byte[4096];
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int totalBytesRead = 0;
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int bytesRead;
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while ((bytesRead = stream.Read(readBuffer, totalBytesRead, readBuffer.Length - totalBytesRead)) > 0)
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{
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totalBytesRead += bytesRead;
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if (totalBytesRead == readBuffer.Length)
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{
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int nextByte = stream.ReadByte();
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if (nextByte != -1)
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{
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byte[] temp = new byte[readBuffer.Length * 2];
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Buffer.BlockCopy(readBuffer, 0, temp, 0, readBuffer.Length);
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Buffer.SetByte(temp, totalBytesRead, (byte)nextByte);
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readBuffer = temp;
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totalBytesRead++;
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}
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}
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}
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byte[] buffer = readBuffer;
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if (readBuffer.Length != totalBytesRead)
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{
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buffer = new byte[totalBytesRead];
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Buffer.BlockCopy(readBuffer, 0, buffer, 0, totalBytesRead);
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}
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return buffer;
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}
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finally
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{
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if (stream.CanSeek)
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{
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stream.Position = originalPosition;
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}
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}
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}
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~Audio_File_Processor()
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{
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volumeStream?.Close();
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}
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}
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private WaveOutEvent songOutputDevice;
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private WaveOutEvent infoOutputDevice;
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Audio_File_Processor audio_File_Processor = new Audio_File_Processor();
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public Audio_processer()
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{
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songOutputDevice = new WaveOutEvent();
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infoOutputDevice = new WaveOutEvent();
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set_albums(get_albums().First());
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}
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private void OnPlaybackStopped(object? sender, StoppedEventArgs e)
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{
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next_song();
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resume_song();
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}
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public void pause_song()=>songOutputDevice.Pause();
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public void resume_song()=>songOutputDevice.Play();
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public void last_song()
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{
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waveOutEvent_Provider(audio_File_Processor.get_last_song());
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}
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public void next_song()
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{
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waveOutEvent_Provider(audio_File_Processor.get_next_song());
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}
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/// <summary>
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/// 切换音乐
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/// </summary>
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/// <param name="waveChannel32"></param>
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private void waveOutEvent_Provider(Wave16ToFloatProvider wave16ToFloatProvider)
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{
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songOutputDevice.Stop();
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songOutputDevice.Dispose();
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songOutputDevice = new WaveOutEvent();
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songOutputDevice.Init(wave16ToFloatProvider);
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songOutputDevice.PlaybackStopped += OnPlaybackStopped;
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}
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/// <summary>
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/// 调整音乐音量
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/// </summary>
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/// <param name="val">音量大小 1-100</param>
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public void volume_change(int val)=> audio_File_Processor.volume_change(val);
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public List<string> get_albums() => Settings.musics.Select(x => x.Key).ToList();
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public void set_albums(string s)
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{
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audio_File_Processor.set_Albums(s);
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}
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~Audio_processer()
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{
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songOutputDevice.Dispose();
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infoOutputDevice.Dispose();
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}
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}
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}
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