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C#用6步實作語音聊天(可仿qq、微信)

作者:Net數字智慧化基地

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

C#用6步實作語音聊天(可仿qq、微信)

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。

C#用6步實作語音聊天(可仿qq、微信)

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~

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