https://mp.weixin.qq.com/s/xA_eEFmjA4LvnyhXB4qDsg

一、前言

语音聊天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

图片

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


private readonly WaveIn _waveIn;
_waveIn = new WaveIn();
_waveIn.BufferMilliseconds = 50;
_waveIn.DeviceNumber = 0;
_waveIn.DataAvailable += OnAudioCaptured;
_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


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、网络传输,为了保证即时传输udp协议有着天然的优点


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、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


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


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、播放音频,使用播放设备来播放解码后的音频数据


private readonly IWavePlayer _waveOut;
_waveOut = new WaveOut();
_waveOut.Init(_waveProvider);
_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:


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;
    }
}

服务端封装在main函数中:


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

图片

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~

文档更新时间: 2023-09-29 10:45   作者:admin