怎么用c语言测试音频文件,如果用c语言程序读取一段音频文件要如何做,具体要调用哪些函数,在网上搜索了半天,乱七八糟的,找不到什么有用的信息...

该楼层疑似违规已被系统折叠 隐藏此楼查看此楼

/*

源码:音乐播放

作者:傻傻_痴痴

来源:c4droid吧(欢迎加入交流)

日期:2014.3.30

若要转载源码,请注明作者出处,禁止修改为自己名义发布源码

*/

#include

#include

#include

#include

/*播放状态:未播放、正在播放、暂停*/

#define NOPLAY 1

#define PLAYING 2

#define PAUSED 3

/*当前播放歌曲编号*/

int ListNum = 0;

/*播放状态,初始化为未播放*/

int PLAYSTATE=NOPLAY;

/* 声音对象接口*/

static SLObjectItf engine_m = NULL;

/*声音引擎接口*/

static SLEngineItf engine_e;

/* 混音器对象接口 */

static SLObjectItf output_mix = NULL;

/*混音器输出池接口*/

static SLEnvironmentalReverbItf outputMixEnvironmentalReverb = NULL;

/* 环境回响音效*/

static const SLEnvironmentalReverbSettings reverbSettings =SL_I3DL2_ENVIRONMENT_PRESET_STONECORRIDOR;

/* 播放声音源对象接口*/

static SLObjectItf uriPlayerObject = NULL;

static SLPlayItf uriPlayerPlay;

void PlayNext(int *Num);

void PlayShutdown();

/*创建声音引擎函数*/

void createEngine()

{

SLresult result;

/*创建声音引擎*/

result = slCreateEngine(&engine_m, 0, NULL, 0, NULL, NULL);

/*返回结果,如果失败则出现提示*/

assert(SL_RESULT_SUCCESS == result);

/*实现声音引擎*/

result = (*engine_m)->Realize(engine_m, SL_BOOLEAN_FALSE);

assert(SL_RESULT_SUCCESS == result);

/*获取声音引擎接口*/

result =(*engine_m)->GetInterface(engine_m, SL_IID_ENGINE,&engine_e);

assert(SL_RESULT_SUCCESS == result);

/*设置播放器功能,环境回响效果,音量*/

const SLInterfaceID ids[] = { SL_IID_ENVIRONMENTALREVERB,

};

/*设置是否强制实现实现*/

const SLboolean req[] = {

SL_BOOLEAN_FALSE,

};

/*从声音引擎创建混音器*/

result =(*engine_e)->CreateOutputMix(engine_e, &output_mix,1, ids, req);

assert(SL_RESULT_SUCCESS == result);

/*实现混音器效果*/

result = (*output_mix)->Realize(output_mix, SL_BOOLEAN_FALSE);

assert(SL_RESULT_SUCCESS == result);

#if 0

/* 获取接口混音器接口并放到混音器输出池*/

result =(*output_mix)->GetInterface(output_mix, SL_IID_ENVIRONMENTALREVERB, &outputMixEnvironmentalReverb);

if (SL_RESULT_SUCCESS == result)

{

result =(*outputMixEnvironmentalReverb)->SetEnvironmentalReverbProperties

(outputMixEnvironmentalReverb, &reverbSettings);

}

#endif

}

/*监听是否播放结束*/

void playOverEvent(SLPlayItf caller, void *pContext, SLuint32 playevent)

{

if (playevent ==SL_PLAYEVENT_HEADATEND)

{

/*播放结束自动下一曲*/

printf("播放完毕\n");

PLAYSTATE=NOPLAY;

PlayNext(&ListNum);

}

}

/*加载声音源*/

bool LoadMUS(char *uriPath)

{

SLresult result;

SLDataLocator_URI loc_uri = { SL_DATALOCATOR_URI, (SLchar *) uriPath};

/*数据格式*/

SLDataFormat_MIME format_mime=

{ SL_DATAFORMAT_MIME, NULL, SL_CONTAINERTYPE_UNSPECIFIED };

SLDataSource audioSrc = { &loc_uri, &format_mime };

/*混音器数据*/

SLDataLocator_OutputMix loc_outmix =

{ SL_DATALOCATOR_OUTPUTMIX, output_mix};

SLDataSink audioSnk = { &loc_outmix, NULL };

result =(*engine_e)->CreateAudioPlayer(engine_e, &uriPlayerObject,&audioSrc, &audioSnk, 0,NULL,NULL);

assert(SL_RESULT_SUCCESS == result);

/*实现播放对象*/

result = (*uriPlayerObject)->Realize(uriPlayerObject, SL_BOOLEAN_FALSE);

if (SL_RESULT_SUCCESS != result)

{

(*uriPlayerObject)->Destroy(uriPlayerObject);

uriPlayerObject = NULL;

return false;

}

SLBufferQueueItf _aud_buf;

/*获取播放接口*/

result =(*uriPlayerObject)->GetInterface(uriPlayerObject, SL_IID_PLAY,&uriPlayerPlay);

assert(SL_RESULT_SUCCESS == result);

/*设置播放接口监听*/

result =(*uriPlayerPlay)->RegisterCallback(uriPlayerPlay, playOverEvent, NULL);

result =(*uriPlayerPlay)->SetCallbackEventsMask(uriPlayerPlay,SL_PLAYEVENT_HEADATEND);

assert(SL_RESULT_SUCCESS == result);

return true;

}

/*设置播放状态*/

void setPlayingUriAudioPlayer(bool played)

{

SLresult result;

if (uriPlayerPlay != NULL)

{

result =(*uriPlayerPlay)->SetPlayState(uriPlayerPlay,played ? SL_PLAYSTATE_PLAYING : SL_PLAYSTATE_PAUSED);

assert(SL_RESULT_SUCCESS == result);

}

}

/*播放歌曲*/

void PlayMUS(char *MUSPath)

{

/*不同状态,执行不同*/

switch (PLAYSTATE)

{

case NOPLAY:

LoadMUS(MUSPath);

setPlayingUriAudioPlayer(true);

PLAYSTATE=PLAYING;

break;

case PLAYING:

setPlayingUriAudioPlayer(false);

PlayShutdown();

createEngine();

LoadMUS(MUSPath);

setPlayingUriAudioPlayer(true);

break;

case PAUSED:

PlayShutdown();

createEngine();

LoadMUS(MUSPath);

setPlayingUriAudioPlayer(true);

PLAYSTATE=PLAYING;

break;

}

}

/*播放下一曲*/

void PlayNext(int *Num)

{

*Num += 1;

if (*Num > MusicNum)

{

*Num = 1;

}

struct song *ps = indexSong(MySong, *Num);

if (ps!=NULL)

{

PlayMUS(ps->path);

printf("下一曲: %s\n", ps->name);

}

}

/*播放上一曲*/

void PlayUpper(int *Num)

{

*Num -= 1;

if (*Num <= 0)

{

*Num = MusicNum;

}

struct song *ps = indexSong(MySong, *Num);

if (ps!=NULL)

{

PlayMUS(ps->path);

printf("上一曲: %s\n", ps->name);

}

}

/*暂停歌曲*/

void PauseMUS()

{

switch (PLAYSTATE)

{

case PLAYING:

setPlayingUriAudioPlayer(false);

printf("暂停播放\n");

PLAYSTATE=PAUSED;

break;

case PAUSED:

setPlayingUriAudioPlayer(true);

printf("恢复播放\n");

PLAYSTATE=PLAYING;

break;

case NOPLAY:

ListNum = 1;

struct song *ps = indexSong(MySong, ListNum);

PlayMUS(ps->path);

printf("播放: %s\n", ps->name);

PLAYSTATE=PLAYING;

break;

等等,,,,,都封装好了,贴吧精品贴有

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值