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今天就跟大家聊聊有關C#基于UDP實現的P2P語音聊天工具,可能很多人都不太了解,為了讓大家更加了解,小編給大家總結了以下內容,希望大家根據這篇文章可以有所收獲。
主要是一個應用,使用udp傳送語音和文本等信息。在這個系統中沒有服務端和客戶端,相互通訊都是直接相互聯系的。能夠很好的實現效果。
語音獲取
要想發送語音信息,首先得獲取語音,這里有幾種方法,一種是使用DirectX的DirectXsound來錄音,我為了簡便使用一個開源的插件NAudio來實現語音錄取。 在項目中引用NAudio.dll
//------------------錄音相關----------------------------- private IWaveIn waveIn; private WaveFileWriter writer; private void LoadWasapiDevicesCombo() { var deviceEnum = new MMDeviceEnumerator(); var devices = deviceEnum.EnumerateAudioEndPoints(DataFlow.Capture, DeviceState.Active).ToList(); comboBox1.DataSource = devices; comboBox1.DisplayMember = "FriendlyName"; } private void CreateWaveInDevice() { waveIn = new WaveIn(); waveIn.WaveFormat = new WaveFormat(8000, 1); waveIn.DataAvailable += OnDataAvailable; waveIn.RecordingStopped += OnRecordingStopped; } void OnDataAvailable(object sender, WaveInEventArgs e) { if (this.InvokeRequired) { this.BeginInvoke(new EventHandler<WaveInEventArgs>(OnDataAvailable), sender, e); } else { writer.Write(e.Buffer, 0, e.BytesRecorded); int secondsRecorded = (int)(writer.Length / writer.WaveFormat.AverageBytesPerSecond); if (secondsRecorded >= 10)//***10s { StopRecord(); } else { l_sound.Text = secondsRecorded + " s"; } } } void OnRecordingStopped(object sender, StoppedEventArgs e) { if (InvokeRequired) { BeginInvoke(new EventHandler<StoppedEventArgs>(OnRecordingStopped), sender, e); } else { FinalizeWaveFile(); } } void StopRecord() { AllChangeBtn(btn_luyin, true); AllChangeBtn(btn_stop, false); AllChangeBtn(btn_sendsound, true); AllChangeBtn(btn_play, true); //btn_luyin.Enabled = true; //btn_stop.Enabled = false; //btn_sendsound.Enabled = true; //btn_play.Enabled = true; if (waveIn != null) waveIn.StopRecording(); //Cleanup(); } private void Cleanup() { if (waveIn != null) { waveIn.Dispose(); waveIn = null; } FinalizeWaveFile(); } private void FinalizeWaveFile() { if (writer != null) { writer.Dispose(); writer = null; } } //開始錄音 private void btn_luyin_Click(object sender, EventArgs e) { btn_stop.Enabled = true; btn_luyin.Enabled = false; if (waveIn == null) { CreateWaveInDevice(); } if (File.Exists(soundfile)) { File.Delete(soundfile); } writer = new WaveFileWriter(soundfile, waveIn.WaveFormat); waveIn.StartRecording(); }
上面的代碼實現了錄音,并且寫入文件p2psound_A.wav
語音發送
獲取到語音后我們要把語音發送出去
當我們錄好音后點擊發送,這部分相關代碼是
MsgTranslator tran = null; ublic Form1() { InitializeComponent(); LoadWasapiDevicesCombo();//顯示音頻設備 Config cfg = SeiClient.GetDefaultConfig(); cfg.Port = 7777; UDPThread udp = new UDPThread(cfg); tran = new MsgTranslator(udp, cfg); tran.MessageReceived += tran_MessageReceived; tran.Debuged += new EventHandler<DebugEventArgs>(tran_Debuged); } private void btn_sendsound_Click(object sender, EventArgs e) { if (t_ip.Text == "") { MessageBox.Show("請輸入ip"); return; } if (t_port.Text == "") { MessageBox.Show("請輸入端口號"); return; } string ip = t_ip.Text; int port = int.Parse(t_port.Text); string nick = t_nick.Text; string msg = "語音消息"; IPEndPoint remote = new IPEndPoint(IPAddress.Parse(ip), port); Msg m = new Msg(remote, "zz", nick, Commands.SendMsg, msg, "Come From A"); m.IsRequireReceive = true; m.ExtendMessageBytes = FileContent(soundfile); m.PackageNo = Msg.GetRandomNumber(); m.Type = Consts.MESSAGE_BINARY; tran.Send(m); } private byte[] FileContent(string fileName) { FileStream fs = new FileStream(fileName, FileMode.Open, FileAccess.Read); try { byte[] buffur = new byte[fs.Length]; fs.Read(buffur, 0, (int)fs.Length); return buffur; } catch (Exception ex) { return null; } finally { if (fs != null) { //關閉資源 fs.Close(); } } }
如此一來我們就把產生的語音文件發送出去了
語音的接收與播放
其實語音的接收和文本消息的接收沒有什么不同,只不過語音發送的時候是以二進制發送的,因此我們在收到語音后 就應該寫入到一個文件里面去,接收完成后,播放這段語音就行了。
下面這段代碼主要是把收到的數據保存到文件中去,這個函數式我的NetFrame里收到消息時所觸發的事件,在文章前面提過的那篇文章里
void tran_MessageReceived(object sender, MessageEventArgs e) { Msg msg = e.msg; if (msg.Type == Consts.MESSAGE_BINARY) { string m = msg.Type + "->" + msg.UserName + "發來二進制消息!"; AddServerMessage(m); if (File.Exists(recive_soundfile)) { File.Delete(recive_soundfile); } FileStream fs = new FileStream(recive_soundfile, FileMode.Create, FileAccess.Write); fs.Write(msg.ExtendMessageBytes, 0, msg.ExtendMessageBytes.Length); fs.Close(); //play_sound(recive_soundfile); ChangeBtn(true); } else { string m = msg.Type + "->" + msg.UserName + "說:" + msg.NormalMsg; AddServerMessage(m); } }
收到語音消息后,我們要進行播放,播放時仍然用剛才那個插件播放
//--------播放部分---------- private IWavePlayer wavePlayer; private WaveStream reader; public void play_sound(string filename) { if (wavePlayer != null) { wavePlayer.Dispose(); wavePlayer = null; } if (reader != null) { reader.Dispose(); } reader = new MediaFoundationReader(filename, new MediaFoundationReader.MediaFoundationReaderSettings() { SingleReaderObject = true }); if (wavePlayer == null) { wavePlayer = new WaveOut(); wavePlayer.PlaybackStopped += WavePlayerOnPlaybackStopped; wavePlayer.Init(reader); } wavePlayer.Play(); } private void WavePlayerOnPlaybackStopped(object sender, StoppedEventArgs stoppedEventArgs) { if (stoppedEventArgs.Exception != null) { MessageBox.Show(stoppedEventArgs.Exception.Message); } if (wavePlayer != null) { wavePlayer.Stop(); } btn_luyin.Enabled = true; }private void btn_play_Click(object sender, EventArgs e) { btn_luyin.Enabled = false; play_sound(soundfile); }
在上面演示了接收和發送一段語音消息的界面
技術總結
主要用到的技術就是UDP和NAudio的錄音和播放功能
看完上述內容,你們對C#基于UDP實現的P2P語音聊天工具有進一步的了解嗎?如果還想了解更多知識或者相關內容,請關注億速云行業資訊頻道,感謝大家的支持。
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