//开始录制
private void btStart_Click(object sender, RoutedEventArgs e)
{
audioStream = new MemoryStream();
microphone.BufferDuration = TimeSpan.FromMilliseconds(1000);
microphoneBuffer = new byte[microphone.GetSampleSizeInBytes(microphone.BufferDuration)];
microphone.BufferReady += microphoneBuffer_BufferReady;
microphone.Start();
blnRecording = true;
}
//停止录制
private void btStop_Click(object sender, RoutedEventArgs e)
{
if (blnRecording)
{
microphone.Stop();
microphone.BufferReady -= microphoneBuffer_BufferReady;
audioStream.Flush();
recording = audioStream.ToArray();
audioStream.Dispose();
//播放声音
var effect = new SoundEffect(recording, microphone.SampleRate, AudioChannels.Mono);
effect.Play();
}
btRecording.Visibility = Visibility.Visible;
btStart.Visibility = Visibility.Collapsed;
btStop.Visibility = Visibility.Collapsed;
}
void microphoneBuffer_BufferReady(object sender, EventArgs e)
{
microphone.GetData(microphoneBuffer);
audioStream.Write(microphoneBuffer, 0, microphoneBuffer.Length);
}
1、在Silverlight应用程序中使用XNA Game Studio,需要模拟Game循环来使我们的程序能够正常的实施。
2、定义下面的App.class XNAAsyncDispatcher类并将它添加到App()构造函数的下一行。
ApplicationLifetimeObjects.Add(new XNAAsyncDispatcher(TimeSpan.FromMilliseconds(50)));
定义类XNAAsyncDispatcher
public class XNAAsyncDispatcher : IApplicationService
{
private DispatcherTimer _frameworkDispatcherTimer;
public XNAAsyncDispatcher(System.TimeSpan dispatchInterval)
{
FrameworkDispatcher.Update();
this._frameworkDispatcherTimer = new DispatcherTimer();
this._frameworkDispatcherTimer.Tick += new EventHandler(frameworkDispatcherTimer_Tick);
this._frameworkDispatcherTimer.Interval = dispatchInterval;
}
void IApplicationService.StartService(ApplicationServiceContext context)
{
this._frameworkDispatcherTimer.Start();
}
void IApplicationService.StopService()
{
this._frameworkDispatcherTimer.Stop();
}
void frameworkDispatcherTimer_Tick(object sender, EventArgs e)
{
FrameworkDispatcher.Update();
}
}