一、前言
語音聊天專業點就是即時語音,是一種基于網絡的快速傳遞語音資訊的技術,普遍應用于各類社交軟體中,優勢主要有以下幾點:
1、時效性:視訊直播會因為帶寬問題有時出現延遲高的問題,而語音直播相對來說會好很多,延遲低,并且能夠第·一時間與聽衆互動,時效性強。
2、隐私性:這一點展現在何處,如主播不想暴露自己的長相,或者進行問題回答是,沒有視訊的話會讓主播感到更安心,是以語音直播隐私性更強。
3、内容品質高:因為語音直播不靠"顔值"隻有好的内容才能夠吸引使用者,是以語音直播相對來說内容品質更高。
4、成本降低:語音直播相對視訊直播來說,帶寬流量等都會便宜許多,成本降低不少,更加實惠。
二、語音聊天
主要步驟:音頻采集、壓縮編碼、網絡傳輸、解碼還原、播放音頻,如下圖所示
下面就從代碼的角度來詳說一下這幾個步驟。
1、音頻采集,讀取麥克風裝置資料
private readonly WaveIn _waveIn;
_waveIn = new WaveIn();
_waveIn.BufferMilliseconds = 50;
_waveIn.DeviceNumber = 0;
_waveIn.DataAvailable += OnAudioCaptured;
_waveIn.StartRecording();
2、音頻資料壓縮編碼,常見壓縮格式比較多,例如mp3、acc、speex等,這裡以speex為例
private readonly WideBandSpeexCodec _speexCodec;
_speexCodec = new WideBandSpeexCodec();
_waveIn.WaveFormat = _speexCodec.RecordFormat;
void OnAudioCaptured(object sender, WaveInEventArgs e)
{
byte[] encoded = _speexCodec.Encode(e.Buffer, 0, e.BytesRecorded);
_audioClient.Send(encoded);
}
3、網絡傳輸,為了保證即時傳輸udp協定有着天然的優點
using SAEA.Sockets;
using SAEA.Sockets.Base;
using SAEA.Sockets.Model;
using System;
using System.Net;
namespace GFF.Component.GAudio.Net
{
public class AudioClient
{
IClientSocket _udpClient;
BaseUnpacker _baseUnpacker;
public event Action<Byte[]> OnReceive;
public AudioClient(IPEndPoint endPoint)
{
var bContext = new BaseContext();
_udpClient = SocketFactory.CreateClientSocket(SocketOptionBuilder.Instance.SetSocket(SAEASocketType.Udp)
.SetIPEndPoint(endPoint)
.UseIocp(bContext)
.SetReadBufferSize(SocketOption.UDPMaxLength)
.SetWriteBufferSize(SocketOption.UDPMaxLength)
.Build());
_baseUnpacker = (BaseUnpacker)bContext.Unpacker;
_udpClient.OnReceive += _udpClient_OnReceive;
}
private void _udpClient_OnReceive(byte[] data)
{
OnReceive?.Invoke(data);
}
public void Connect()
{
_udpClient.Connect();
}
public void Send(byte[] data)
{
_udpClient.SendAsync(data);
}
public void Disconnect()
{
_udpClient.Disconnect();
}
}
}
4、伺服器轉發,用戶端使用udp,伺服器這裡同樣也使用udp來轉發
using SAEA.Sockets;
using SAEA.Sockets.Base;
using SAEA.Sockets.Interface;
using SAEA.Sockets.Model;
using System;
using System.Collections.Concurrent;
using System.Net;
using System.Threading.Tasks;
namespace GFF.Component.GAudio.Net
{
public class AudioServer
{
IServerSocket _udpServer;
ConcurrentDictionary<string, IUserToken> _cache;
public AudioServer(IPEndPoint endPoint)
{
_cache = new ConcurrentDictionary<string, IUserToken>();
_udpServer = SocketFactory.CreateServerSocket(SocketOptionBuilder.Instance.SetSocket(SAEASocketType.Udp)
.SetIPEndPoint(endPoint)
.UseIocp<BaseContext>()
.SetReadBufferSize(SocketOption.UDPMaxLength)
.SetWriteBufferSize(SocketOption.UDPMaxLength)
.SetTimeOut(5000)
.Build());
_udpServer.OnAccepted += _udpServer_OnAccepted;
_udpServer.OnDisconnected += _udpServer_OnDisconnected;
_udpServer.OnReceive += _udpServer_OnReceive;
}
public void Start()
{
_udpServer.Start();
}
public void Stop()
{
_udpServer.Stop();
}
private void _udpServer_OnReceive(ISession currentSession, byte[] data)
{
Parallel.ForEach(_cache.Keys, (id) =>
{
try
{
_udpServer.SendAsync(id, data);
}
catch { }
});
}
private void _udpServer_OnAccepted(object obj)
{
var ut = (IUserToken)obj;
if (ut != null)
{
_cache.TryAdd(ut.ID, ut);
}
}
private void _udpServer_OnDisconnected(string ID, Exception ex)
{
_cache.TryRemove(ID, out IUserToken _);
}
}
}
5、解碼還原,用戶端将從伺服器收到的資料按約定的壓縮格式,進行解壓縮還原成音頻資料
private readonly BufferedWaveProvider _waveProvider;
_waveProvider = new BufferedWaveProvider(_speexCodec.RecordFormat);
private void _audioClient_OnReceive(byte[] data)
{
byte[] decoded = _speexCodec.Decode(data, 0, data.Length);
_waveProvider.AddSamples(decoded, 0, decoded.Length);
}
6、播放音頻,使用播放裝置來播放解碼後的音頻資料
private readonly IWavePlayer _waveOut;
_waveOut = new WaveOut();
_waveOut.Init(_waveProvider);
_waveOut.Play();
三、測試運作
通過分析語音聊天的幾個關鍵問題點後,按步驟封裝好代碼,接下來就是用執行個體來測試一下效果了。
用戶端封裝在按鈕事件中:
GAudioClient _gAudioClient = null;
private void toolStripDropDownButton2_ButtonClick(object sender, EventArgs e)
{
if (_gAudioClient == null)
{
ClientConfig clientConfig = ClientConfig.Instance();
_gAudioClient = new GAudioClient(clientConfig.IP, clientConfig.Port + 2);
_gAudioClient.Start();
}
else
{
_gAudioClient.Dispose();
_gAudioClient = null;
}
}
服務端封裝在main函數中:
ConsoleHelper.WriteLine("正在初始化語音伺服器...", ConsoleColor.DarkBlue);
_gAudioServer = new GAudioServer(filePort + 1);
ConsoleHelper.WriteLine("語音伺服器初始化完畢...", ConsoleColor.DarkBlue);
ConsoleHelper.WriteLine("正在啟動語音伺服器...", ConsoleColor.DarkBlue);
_gAudioServer.Start();
ConsoleHelper.WriteLine("語音伺服器初始化完畢", ConsoleColor.DarkBlue);
萬事俱備,現在F5跑起來試試。
如上紅框所示,喊了幾句相當于Hello World的Hello沒有問題,大功初步告成~