【发布时间】:2016-12-09 05:36:01
【问题描述】:
【问题讨论】:
-
你好你有什么解决方案吗?我在录音应用程序中也遇到了同样的问题。如果您对此有任何了解,请提供帮助。
-
运气好吗?
【问题讨论】:
也许,您可以在没有库的情况下实现此功能,当然如果您只想要音频样本的可视化。 例如:
public class PlayerVisualizerView extends View {
/**
* constant value for Height of the bar
*/
public static final int VISUALIZER_HEIGHT = 28;
/**
* bytes array converted from file.
*/
private byte[] bytes;
/**
* Percentage of audio sample scale
* Should updated dynamically while audioPlayer is played
*/
private float denseness;
/**
* Canvas painting for sample scale, filling played part of audio sample
*/
private Paint playedStatePainting = new Paint();
/**
* Canvas painting for sample scale, filling not played part of audio sample
*/
private Paint notPlayedStatePainting = new Paint();
private int width;
private int height;
public PlayerVisualizerView(Context context) {
super(context);
init();
}
public PlayerVisualizerView(Context context, @Nullable AttributeSet attrs) {
super(context, attrs);
init();
}
private void init() {
bytes = null;
playedStatePainting.setStrokeWidth(1f);
playedStatePainting.setAntiAlias(true);
playedStatePainting.setColor(ContextCompat.getColor(getContext(), R.color.gray));
notPlayedStatePainting.setStrokeWidth(1f);
notPlayedStatePainting.setAntiAlias(true);
notPlayedStatePainting.setColor(ContextCompat.getColor(getContext(), R.color.colorAccent));
}
/**
* update and redraw Visualizer view
*/
public void updateVisualizer(byte[] bytes) {
this.bytes = bytes;
invalidate();
}
/**
* Update player percent. 0 - file not played, 1 - full played
*
* @param percent
*/
public void updatePlayerPercent(float percent) {
denseness = (int) Math.ceil(width * percent);
if (denseness < 0) {
denseness = 0;
} else if (denseness > width) {
denseness = width;
}
invalidate();
}
@Override
protected void onLayout(boolean changed, int left, int top, int right, int bottom) {
super.onLayout(changed, left, top, right, bottom);
width = getMeasuredWidth();
height = getMeasuredHeight();
}
@Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
if (bytes == null || width == 0) {
return;
}
float totalBarsCount = width / dp(3);
if (totalBarsCount <= 0.1f) {
return;
}
byte value;
int samplesCount = (bytes.length * 8 / 5);
float samplesPerBar = samplesCount / totalBarsCount;
float barCounter = 0;
int nextBarNum = 0;
int y = (height - dp(VISUALIZER_HEIGHT)) / 2;
int barNum = 0;
int lastBarNum;
int drawBarCount;
for (int a = 0; a < samplesCount; a++) {
if (a != nextBarNum) {
continue;
}
drawBarCount = 0;
lastBarNum = nextBarNum;
while (lastBarNum == nextBarNum) {
barCounter += samplesPerBar;
nextBarNum = (int) barCounter;
drawBarCount++;
}
int bitPointer = a * 5;
int byteNum = bitPointer / Byte.SIZE;
int byteBitOffset = bitPointer - byteNum * Byte.SIZE;
int currentByteCount = Byte.SIZE - byteBitOffset;
int nextByteRest = 5 - currentByteCount;
value = (byte) ((bytes[byteNum] >> byteBitOffset) & ((2 << (Math.min(5, currentByteCount) - 1)) - 1));
if (nextByteRest > 0) {
value <<= nextByteRest;
value |= bytes[byteNum + 1] & ((2 << (nextByteRest - 1)) - 1);
}
for (int b = 0; b < drawBarCount; b++) {
int x = barNum * dp(3);
float left = x;
float top = y + dp(VISUALIZER_HEIGHT - Math.max(1, VISUALIZER_HEIGHT * value / 31.0f));
float right = x + dp(2);
float bottom = y + dp(VISUALIZER_HEIGHT);
if (x < denseness && x + dp(2) < denseness) {
canvas.drawRect(left, top, right, bottom, notPlayedStatePainting);
} else {
canvas.drawRect(left, top, right, bottom, playedStatePainting);
if (x < denseness) {
canvas.drawRect(left, top, right, bottom, notPlayedStatePainting);
}
}
barNum++;
}
}
}
public int dp(float value) {
if (value == 0) {
return 0;
}
return (int) Math.ceil(getContext().getResources().getDisplayMetrics().density * value);
}
}
抱歉,使用少量 cmets 的代码,但它正在工作的可视化工具。您可以将它附加到任何您想要的玩家身上。
如何使用它:将此视图添加到您的 xml 布局中,然后您必须使用方法更新可视化器状态
public void updateVisualizer(byte[] bytes) {
playerVisualizerView.updateVisualizer(bytes);
}
public void updatePlayerProgress(float percent) {
playerVisualizerView.updatePlayerPercent(percent);
}
在updateVisualizer 中,您将字节数组与音频样本一起传递,而在updatePlayerProgress 中,您在音频样本播放时动态传递百分比。
为了将文件转换为字节,您可以使用此帮助方法
public static byte[] fileToBytes(File file) {
int size = (int) file.length();
byte[] bytes = new byte[size];
try {
BufferedInputStream buf = new BufferedInputStream(new FileInputStream(file));
buf.read(bytes, 0, bytes.length);
buf.close();
} catch (FileNotFoundException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
}
return bytes;
}
例如(很快),Mosby 库的样子:
public class AudioRecorderPresenter extends MvpBasePresenter<AudioRecorderView> {
public void onStopRecord() {
// stopped and released MediaPlayer
// ...
// some preparation and saved audio file in audioFileName variable.
getView().updateVisualizer(FileUtils.fileToBytes(new File(audioFileName)));
}
}
}
UPD:我创建了用于解决此案例 github.com/scrobot/SoundWaveView 的库。它仍处于“WIP”状态(正在进行中),但我很快就会完成它。
【讨论】:
我相信Scrobot's answer 不起作用。它假定输入音频采用某种(非常特殊的)编码(具有 5 位深度的单通道/单声道 PCM)。从波函数计算振幅的算法可能存在缺陷。如果将该算法与任何常用的音频文件格式一起使用,则只会得到随机数据。
事实是:它只是稍微复杂一点。
为了实现 OP 的目标,需要做些什么:
实现这是一项相当复杂的任务。我已经找不到任何提供整个过程的库。但至少 Android 的媒体 API 提供了读取任何格式的音频文件的算法。
注意:RMS 被认为是一种不太准确的响度测量值。但它似乎产生的结果至少与你实际听到的有些相关。对于许多应用程序来说,它应该已经足够好了。
【讨论】:
您可以使用WaveformSeekBar 库在您的应用中绘制波形。该库允许您从本地音频文件、资源、URL 或自定义音频数据中绘制波形。
您还可以使用Amplituda 库,该库将处理音频文件并返回您可以绘制自己的波形的数据。
WaveformSeekBar 的结果波形:
【讨论】: