private void checkBoxSaveToWave_CheckedChanged(object sender, EventArgs e) { if (_asioIn != null) { if (_wavEncoder != null) { // stop the encoder _wavEncoder.Stop(); _wavEncoder = null; } if (checkBoxSaveToWave.Checked) { // setup an encoder on the asio input channel // Note: this will write a 32-bit, 48kHz, stereo Wave file _wavEncoder = new EncoderWAV(_asioIn.InputChannel); _wavEncoder.InputFile = null; // use STDIN (the above channel) _wavEncoder.OutputFile = Path.Combine(Application.StartupPath, "output.wav"); _wavEncoder.Start(null, IntPtr.Zero, false); } } }
//複数のサウンドを合体(Posにマイナスが含まれている場合バグります //引数:合体させるファイル, サウンドの開始位置, 音量, 再生速度, 保存先, MP3として保存するか(falseの場合は.wav形式), 元のファイルを削除するか public static void Sound_Combine(List <string> Files, List <double> Pos, List <double> Volume, List <double> Speed, string To_File, bool IsEncodeMP3, bool IsFromFileDelete = false) { int mixer = BassMix.BASS_Mixer_StreamCreate(48000, 2, BASSFlag.BASS_STREAM_DECODE); long Mixer_Max_Length = 0; List <int> Streams = new List <int>(); List <int> Stream_Handles = new List <int>(); //ファイルをミックスする for (int Number = 0; Number < Files.Count; Number++) { Streams.Add(Bass.BASS_StreamCreateFile(Files[Number], 0, 0, BASSFlag.BASS_SAMPLE_FLOAT | BASSFlag.BASS_STREAM_DECODE)); Stream_Handles.Add(BassFx.BASS_FX_TempoCreate(Streams[Streams.Count - 1], BASSFlag.BASS_STREAM_DECODE | BASSFlag.BASS_FX_FREESOURCE)); float Freq = 48000; Bass.BASS_ChannelGetAttribute(Stream_Handles[Stream_Handles.Count - 1], BASSAttribute.BASS_ATTRIB_TEMPO_FREQ, ref Freq); Bass.BASS_ChannelSetAttribute(Stream_Handles[Stream_Handles.Count - 1], BASSAttribute.BASS_ATTRIB_TEMPO_FREQ, Freq * (float)Speed[Number]); Bass.BASS_ChannelSetAttribute(Stream_Handles[Stream_Handles.Count - 1], BASSAttribute.BASS_ATTRIB_VOL, (float)(Volume[Number] / 100)); long start = Bass.BASS_ChannelSeconds2Bytes(mixer, Pos[Number]); BassMix.BASS_Mixer_StreamAddChannelEx(mixer, Stream_Handles[Stream_Handles.Count - 1], BASSFlag.BASS_SAMPLE_FLOAT | BASSFlag.BASS_STREAM_DECODE, start, 0); long Now_Stream_Length = Bass.BASS_ChannelGetLength(Streams[Streams.Count - 1], BASSMode.BASS_POS_BYTES); if (Mixer_Max_Length < Now_Stream_Length + start) { Mixer_Max_Length = Now_Stream_Length + start; } } //.wavでエンコード(こっちの方が速い + 安定性が高い) EncoderWAV l = new EncoderWAV(mixer); l.InputFile = null; l.OutputFile = To_File + ".tmp"; l.WAV_BitsPerSample = 24; l.Start(null, IntPtr.Zero, false); byte[] encBuffer = new byte[65536]; while (Bass.BASS_ChannelIsActive(mixer) == BASSActive.BASS_ACTIVE_PLAYING) { int len = Bass.BASS_ChannelGetData(mixer, encBuffer, encBuffer.Length); if (len <= 0) { break; } else if (Mixer_Max_Length <= Bass.BASS_ChannelGetPosition(mixer, BASSMode.BASS_POS_BYTES)) { break; } } l.Stop(); //メモリ解放 Bass.BASS_StreamFree(mixer); foreach (int Stream in Stream_Handles) { Bass.BASS_StreamFree(Stream); } foreach (int Stream in Streams) { Bass.BASS_StreamFree(Stream); } //MP3形式にエンコード if (IsEncodeMP3) { Un4seen.Bass.Misc.EncoderLAME mc = new Un4seen.Bass.Misc.EncoderLAME(0); mc.EncoderDirectory = Voice_Set.Special_Path + "/Encode_Mp3"; mc.InputFile = To_File + ".tmp"; mc.OutputFile = To_File; mc.LAME_Bitrate = (int)Un4seen.Bass.Misc.EncoderLAME.BITRATE.kbps_144; mc.LAME_Mode = Un4seen.Bass.Misc.EncoderLAME.LAMEMode.Default; mc.LAME_Quality = Un4seen.Bass.Misc.EncoderLAME.LAMEQuality.Q2; Un4seen.Bass.Misc.BaseEncoder.EncodeFile(mc, null, true, false, true); mc.Dispose(); File.Delete(To_File + ".tmp"); } else { Sub_Code.File_Move(To_File + ".tmp", To_File, true); } if (File.Exists(To_File) && IsFromFileDelete) { foreach (string File_Now in Files) { Sub_Code.File_Delete_V2(File_Now); } } }