C# 实现语音聊天

一、语音聊天说专业点就是即时语音,是一种基于网络的快速传递语音信息的技术,普遍应用于各类社交软件中,优势主要有以下几点:

(1)时效性:视频直播会因为带宽问题有时出现延迟高的问题,而语音直播相对来说会好很多,延迟低,并且能够第·一时间与听众互动,时效性强。

(2)隐私性:这一点体现在何处,如主播不想暴露自己的长相,或者进行问题回答是,没有视频的话会让主播感到更安心,所以语音直播隐私性更强。

(3)内容质量高:因为语音直播不靠“颜值”只有好的内容才能够吸引用户,所以语音直播相对来说内容质量更高。

(4)成本降低:语音直播相对视频直播来说,带宽流量等都会便宜许多,成本降低不少,更加实惠。

二、语音聊天主要步骤:音频采集、压缩编码、网络传输、解码还原、播放音频,如下图所示

 

 下面就从代码的角度来详说一下这几个步骤。

(1)音频采集,读取麦克风设备数据

1 private readonly WaveIn _waveIn;
2 _waveIn = new WaveIn();
3 _waveIn.BufferMilliseconds = 50;
4 _waveIn.DeviceNumber = 0;
5 _waveIn.DataAvailable += OnAudioCaptured;
6 _waveIn.StartRecording();

(2)音频数据压缩编码,常见压缩格式比较多,例如mp3、acc、speex等,这里以speex为例

1 private readonly WideBandSpeexCodec _speexCodec;
2 _speexCodec = new WideBandSpeexCodec();
3 _waveIn.WaveFormat = _speexCodec.RecordFormat;
4 
5 void OnAudioCaptured(object sender, WaveInEventArgs e)
6 {
7      byte[] encoded = _speexCodec.Encode(e.Buffer, 0, e.BytesRecorded);
8      _audioClient.Send(encoded);
9 }

(3)网络传输,为了保证即时传输udp协议有着天然的优点

 1 using SAEA.Sockets;
 2 using SAEA.Sockets.Base;
 3 using SAEA.Sockets.Model;
 4 using System;
 5 using System.Net;
 6 
 7 namespace GFF.Component.GAudio.Net
 8 {
 9     public class AudioClient
10     {
11         IClientSocket _udpClient;
12 
13         BaseUnpacker _baseUnpacker;
14 
15         public event Action<Byte[]> OnReceive;
16 
17         public AudioClient(IPEndPoint endPoint)
18         {
19             var bContext = new BaseContext();
20 
21             _udpClient = SocketFactory.CreateClientSocket(SocketOptionBuilder.Instance.SetSocket(SAEASocketType.Udp)
22                 .SetIPEndPoint(endPoint)
23                 .UseIocp(bContext)
24                 .SetReadBufferSize(SocketOption.UDPMaxLength)
25                 .SetWriteBufferSize(SocketOption.UDPMaxLength)
26                 .Build());
27 
28             _baseUnpacker = (BaseUnpacker)bContext.Unpacker;
29 
30             _udpClient.OnReceive += _udpClient_OnReceive;
31         }
32 
33         private void _udpClient_OnReceive(byte[] data)
34         {
35             OnReceive?.Invoke(data);
36         }
37 
38         public void Connect()
39         {
40             _udpClient.Connect();
41         }
42 
43         public void Send(byte[] data)
44         {
45             _udpClient.SendAsync(data);
46         }
47 
48         public void Disconnect()
49         {
50             _udpClient.Disconnect();
51         }
52 
53     }
54 }

(4)服务器转发,客户端使用udp,服务器这里同样也使用udp来转发

 1 using SAEA.Sockets;
 2 using SAEA.Sockets.Base;
 3 using SAEA.Sockets.Interface;
 4 using SAEA.Sockets.Model;
 5 using System;
 6 using System.Collections.Concurrent;
 7 using System.Net;
 8 using System.Threading.Tasks;
 9 
10 namespace GFF.Component.GAudio.Net
11 {
12     public class AudioServer
13     {
14         IServerSocket _udpServer;
15 
16         ConcurrentDictionary<string, IUserToken> _cache;
17 
18         public AudioServer(IPEndPoint endPoint)
19         {
20             _cache = new ConcurrentDictionary<string, IUserToken>();
21 
22             _udpServer = SocketFactory.CreateServerSocket(SocketOptionBuilder.Instance.SetSocket(SAEASocketType.Udp)
23                 .SetIPEndPoint(endPoint)
24                 .UseIocp<BaseContext>()
25                 .SetReadBufferSize(SocketOption.UDPMaxLength)
26                 .SetWriteBufferSize(SocketOption.UDPMaxLength)
27                 .SetTimeOut(5000)
28                 .Build());
29             _udpServer.OnAccepted += _udpServer_OnAccepted;
30             _udpServer.OnDisconnected += _udpServer_OnDisconnected;
31             _udpServer.OnReceive += _udpServer_OnReceive;
32         }
33 
34         public void Start()
35         {
36             _udpServer.Start();
37         }
38 
39         public void Stop()
40         {
41             _udpServer.Stop();
42         }
43 
44         private void _udpServer_OnReceive(ISession currentSession, byte[] data)
45         {
46             Parallel.ForEach(_cache.Keys, (id) =>
47             {
48                 try
49                 {
50                     _udpServer.SendAsync(id, data);
51                 }
52                 catch { }                
53             });
54         }
55 
56         private void _udpServer_OnAccepted(object obj)
57         {
58             var ut = (IUserToken)obj;
59             if (ut != null)
60             {
61                 _cache.TryAdd(ut.ID, ut);
62             }
63         }
64 
65         private void _udpServer_OnDisconnected(string ID, Exception ex)
66         {
67             _cache.TryRemove(ID, out IUserToken _);
68         }
69     }
70 }

(5)解码还原,客户端将从服务器收到的数据按约定的压缩格式,进行解压缩还原成音频数据

1 private readonly BufferedWaveProvider _waveProvider;
2 _waveProvider = new BufferedWaveProvider(_speexCodec.RecordFormat);
3 
4 private void _audioClient_OnReceive(byte[] data)
5 {
6      byte[] decoded = _speexCodec.Decode(data, 0, data.Length);
7      _waveProvider.AddSamples(decoded, 0, decoded.Length);
8 }

(6)播放音频,使用播放设备来播放解码后的音频数据

1 private readonly IWavePlayer _waveOut;
2 _waveOut = new WaveOut();
3 _waveOut.Init(_waveProvider);
4 _waveOut.Play();

三、测试运行,通过分析语音聊天的几个关键问题点后,按步骤封装好代码,接下来就是用实例来测试一下效果了。

客户端封装在按钮事件中:

 1 GAudioClient _gAudioClient = null;
 2 
 3 private void toolStripDropDownButton2_ButtonClick(object sender, EventArgs e)
 4 {
 5     if (_gAudioClient == null)
 6     {
 7         ClientConfig clientConfig = ClientConfig.Instance();
 8         _gAudioClient = new GAudioClient(clientConfig.IP, clientConfig.Port + 2);
 9         _gAudioClient.Start();
10     }
11     else
12     {
13         _gAudioClient.Dispose();
14         _gAudioClient = null;
15     }            
16 }

服务端封装在main函数中:

1 ConsoleHelper.WriteLine("正在初始化语音服务器...", ConsoleColor.DarkBlue);
2 _gAudioServer = new GAudioServer(filePort + 1);
3 ConsoleHelper.WriteLine("语音服务器初始化完毕...", ConsoleColor.DarkBlue);
4 ConsoleHelper.WriteLine("正在启动语音服务器...", ConsoleColor.DarkBlue);
5 _gAudioServer.Start();
6 ConsoleHelper.WriteLine("语音服务器初始化完毕", ConsoleColor.DarkBlue);

万事俱备,现在F5跑起来试试。

 

 如上红框所示,喊了几句相当于Hello World的Hello没有问题,大功初步告成~

 


转载请标明本文来源:https://www.cnblogs.com/yswenli/p/14353482.html
更多内容欢迎我的的github:https://github.com/yswenli/GFF
如果发现本文有什么问题和任何建议,也随时欢迎交流~

 
posted @ 2021-02-01 09:10  yswenli  阅读(3175)  评论(14编辑  收藏  举报