我为此编写了一个扩展方法,它不是 100% 准确,但非常接近:
public static TimeSpan GetEstimatedDuration(this SoundEffect sfx, float pitch)
{
return TimeSpan.FromMilliseconds(sfx.Duration.TotalMilliseconds * (0.2514 * Math.Pow(pitch, 2) - 0.74 * pitch + 1));
}
背景
我也很不幸地找到了这背后的“真正”数学,所以我写了一个这样的小函数:
private void DurationTest(string sfxAssetName)
{
for (float pitch = -1; pitch <= 1; pitch += 0.5f)
{
var sfx = this.Content.Load<SoundEffect>(sfxAssetName);
using (var instance = sfx.CreateInstance())
{
instance.Pitch = pitch;
//var estimatedDuration = sfx.GetEstimatedDuration(pitch);
instance.Play();
var sw = System.Diagnostics.Stopwatch.StartNew();
while (instance.State == SoundState.Playing)
{ }
sw.Stop();
var duration = sw.Elapsed;
System.Diagnostics.Debug.WriteLine("sfx={0} | pitch={1:0.00} | duration={2:0.00}secs", sfxAssetName, pitch, duration.TotalSeconds);
//System.Diagnostics.Debug.WriteLine("sfx={0} | pitch={1:0.00} | estimated={2:0.00}secs | actual={3:0.00}secs", sfxAssetName, pitch, estimatedDuration.TotalSeconds, duration.TotalSeconds);
}
}
}
// output
sfx=bombfuse | pitch=-1.00 | duration=3.89secs
sfx=bombfuse | pitch=-0.50 | duration=2.75secs
sfx=bombfuse | pitch= 0.00 | duration=1.95secs
sfx=bombfuse | pitch= 0.50 | duration=1.38secs
sfx=bombfuse | pitch= 1.00 | duration=0.98secs
使用这些数据,我构建了一个带有多项式趋势线的图表,并在 excel 中显示了公式,这是您在 GetEstimatedDuration 中看到的计算。
然后我推进了我的 DurationTest 进行比较(上面的注释行) - 输出:
// output bombfuse (short)
sfx=bombfuse | pitch=-1.00 | estimated=3.88secs | actual=3.89secs
sfx=bombfuse | pitch=-0.50 | estimated=2.79secs | actual=2.76secs
sfx=bombfuse | pitch= 0.00 | estimated=1.95secs | actual=1.95secs
sfx=bombfuse | pitch= 0.50 | estimated=1.35secs | actual=1.38secs
sfx=bombfuse | pitch= 1.00 | estimated=1.00secs | actual=0.98secs
// output dreiklang (long)
sfx=dreiklang | pitch=-1.00 | estimated=24.67secs | actual=24.77secs
sfx=dreiklang | pitch=-0.50 | estimated=17.75secs | actual=17.52secs
sfx=dreiklang | pitch= 0.00 | estimated=12.39secs | actual=12.39secs
sfx=dreiklang | pitch= 0.50 | estimated= 8.58secs | actual= 8.76secs
sfx=dreiklang | pitch= 1.00 | estimated= 6.33secs | actual= 6.20secs
我希望这对您有所帮助,请根据自己的需要和比较随意使用这些方法。