混合 ByteArray 中的 2 个声音
我已经构建了一个混音器并将所有序列保存在一个数组中,然后再次播放,现在我想将混音保存为 MP3,我已经寻找任何方法来保存混音,答案是将声音加载为 byteArrays (sound.extract)我已经完成了这一点,但我真的不知道如何将所有声音存储在一个 ByteArray 中以便将其另存为 MP3,我得到了这段代码,例如,加载 2 个音频文件并将它们存储在单独的 ByteArray,并播放每种声音,有人知道如何将 2 个 byteArray 存储在一个中吗?
var mySound:Sound = new Sound();
var sourceSnd:Sound = new Sound();
var urlReq:URLRequest = new URLRequest("Track1.mp3");
sourceSnd.load(urlReq);
sourceSnd.addEventListener(Event.COMPLETE, loaded);
function loaded(event:Event):void
{
mySound.addEventListener(SampleDataEvent.SAMPLE_DATA, processSound);
//mySound.play();
}
var mySound2:Sound = new Sound();
var sourceSnd2:Sound = new Sound();
var urlReq2:URLRequest = new URLRequest("Track2.mp3");
sourceSnd2.load(urlReq2);
sourceSnd2.addEventListener(Event.COMPLETE, loaded2);
function loaded2(event:Event):void
{
mySound2.addEventListener(SampleDataEvent.SAMPLE_DATA, processSound2);
mySound2.play();
mySound.play();
}
function processSound(event:SampleDataEvent):void
{
var bytes:ByteArray = new ByteArray();
sourceSnd.extract(bytes, 8192);
event.data.writeBytes(bytes);
}
function processSound2(event:SampleDataEvent):void
{
var bytes:ByteArray = new ByteArray();
sourceSnd2.extract(bytes, 8192);
event.data.writeBytes(bytes);
}
I have build a mixer and save all the sequence in an array and then play it again, now I want to save the mix as an MP3, I have looked for any way to save the mix and the answer is to load the sounds as byteArrays (sound.extract) I have acomplish that but I don't really know how to store all the sounds in just one ByteArray in order to save it as MP3, I got this code just for example, loading 2 audio files and store them in separate ByteArrays, and play each sound, does any body know how to store the 2 byteArrays in just one?
var mySound:Sound = new Sound();
var sourceSnd:Sound = new Sound();
var urlReq:URLRequest = new URLRequest("Track1.mp3");
sourceSnd.load(urlReq);
sourceSnd.addEventListener(Event.COMPLETE, loaded);
function loaded(event:Event):void
{
mySound.addEventListener(SampleDataEvent.SAMPLE_DATA, processSound);
//mySound.play();
}
var mySound2:Sound = new Sound();
var sourceSnd2:Sound = new Sound();
var urlReq2:URLRequest = new URLRequest("Track2.mp3");
sourceSnd2.load(urlReq2);
sourceSnd2.addEventListener(Event.COMPLETE, loaded2);
function loaded2(event:Event):void
{
mySound2.addEventListener(SampleDataEvent.SAMPLE_DATA, processSound2);
mySound2.play();
mySound.play();
}
function processSound(event:SampleDataEvent):void
{
var bytes:ByteArray = new ByteArray();
sourceSnd.extract(bytes, 8192);
event.data.writeBytes(bytes);
}
function processSound2(event:SampleDataEvent):void
{
var bytes:ByteArray = new ByteArray();
sourceSnd2.extract(bytes, 8192);
event.data.writeBytes(bytes);
}
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我已经在类似的系统上工作了一段时间,我会尽力为您提供一些指导:
您的示例代码并没有真正混合 MP3 - 它创建了另外 2 个声音来通过 SampleDataEvent 播放加载的 MP3。您需要做的就是创建一个“输出”声音文件,该文件将保存/播放生成的混合声音。您可以轻松地保存该数据,然后将该文件另存为新的 WAV/MP3/what-have-you。
real/psuedo-code (read:lazy) :
要么等到两个 mp3 完全加载,要么运行输入帧来确定当
mp3 准备好时两个声音何时不再缓冲 (Sound.isBuffering ):
是 - 你应该实际上将可能的输出限制在-1/1。做吧。这是极其未优化的!
好的。这就是最简单的部分!困难的部分是将最终的 byteArray 转换为 MP3。音频以 PCM/未压缩数据形式存在于 Flash 中,MP3 显然是一种压缩格式。这个“答案”已经太长了,所有这些信息都是我从几个非常聪明的人那里收集的。
您可以轻松地将“MicRecorder”改编为通用声音数据记录器:
http://www.bytearray.org/?p=1858
转换为 MP3 将是婊子:Thibault 在 ByteArray.org 上还有另一篇文章 - 搜索 LAME MP3。
优秀的例子/资源:
http://www. anttikupila.com/flash/soundfx-out-of-the-box-audio-filters-with-actionscript-3/
在 Google 代码上查找 Andre Michelle 的开源“Tonfall”项目。
查阅 Kevin Goldsmith 的博客和实验室 - 他有关于利用 Pixel Bender 进行疯狂操作的绝佳示例。
希望这有帮助!
PS - 根据 Andre 的提示,音频缓冲区的最佳长度应该是 3072。在您的机器上尝试一下!
been working on a similar system for a while, I'll do my best to give you some direction:
Your example code is not really mixing the MP3's - it's creating 2 more sounds to playback the loaded MP3's via the SampleDataEvent. What you need to do is create just one "output" Sound file that will hold/playback the resulting mixed sound. You can easily save that data as it happens and subsequently save that file as a new WAV/MP3/what-have-you.
real/psuedo-code (read:lazy) :
either wait until both mp3's are completely loaded, or run an enter-frame to determine when both Sounds are no longer buffering (Sound.isBuffering )
when the mp3's are ready:
Yes - you should really cap the possible output at -1/1. Do it. This is extremely un-optimized!
Ok. so that's the easy part! The tough part is really converting the final byteArray to MP3. The audio exists within Flash as PCM/uncompressed data, MP3 is obviously a compressed format. This "answer" is already way too long and all this info I've gleaned from several very smart folks.
You can easily adapt 'MicRecorder' to be a generic Sound data recorder:
http://www.bytearray.org/?p=1858
converting to MP3 will be a bitch: Thibault has another post on ByteArray.org - search for LAME MP3.
Excellent example/resource:
http://www.anttikupila.com/flash/soundfx-out-of-the-box-audio-filters-with-actionscript-3/
Look up Andre Michelle's open source 'Tonfall' project on Google code.
Look up Kevin Goldsmith's blog and labs - he's got great example on utilizing Pixel Bender with all this madness.
hope this helps!
PS - taking a cue from Andre, the optimal length of the audio buffer should be 3072. Give it a try on your machine!
如果我正确理解您的问题,您需要读取每个样本的浮点数据,对它们求和,然后将结果值写入新的音频流中。这将给出完全 50/50 的混合。
我现在无法访问带有编译器的机器,但它应该是这样的(假设 bytes1 和 bytes2 是两个长度相等的 ByteArray 对象):
当然,您可能想要进行某种溢出检查,但这应该足以让您走上正轨。
If I understand your question properly, you need read the floating point data for each sample, sum them, and write the resulting value into your new audio stream. This would give a stright 50/50 mix.
I don't have access to a machine with a compiler right now, but it should be something like this (assuming bytes1 and bytes2 are two ByteArray objects of equal length):
Of course, you would probably want to do some sort of overflow check, but that should be enough to put you on the right track.
如果您有未压缩音频,则只需将
ByteArray
中各个数组元素的值相加即可。但您还必须处理最大/最小值的上限(无溢出)。可以肯定的是,没有任何东西可以与混合 MP3 等效 - 因此您可能必须再次解码、混合并编码为 MP3。if you have uncompressed audio, you can just add up the values of individual array elements in your
ByteArray
's. But you also have to handle capping for max/min values (no overflows). Pretty sure there is nothing equivalent for mixing MP3s - so you might have to decode, mix, and encode to MP3 again.