C # Speech-to-peer voice chat tool based on UDP implementation

Source: Internet
Author: User

Declaration of originality

The source of this post is http://www.php.cn/ if reproduced please indicate the source. This article author original, mailbox zhujunxxxxx@163.com, if there is a problem, please contact the author

Overview

Previously sent an article http://www.php.cn/ has implemented the UDP packet-sending data function, and this article is mainly an application, using UDP to transmit voice and text information. In this system there is no server and the client, communication is directly connected with each other. Can be very good to achieve the effect.

Voice acquisition

To send voice messages, first get voice, here are a few ways, one is to use DirectX sound to record, I use a simple open source plugin naudio to achieve voice admission. Referencing NAudio.dll in a project

------------------Recording related-----------------------------private Iwavein WaveIn;        Private Wavefilewriter writer;            private void Loadwasapidevicescombo () {var deviceenum = new Mmdeviceenumerator (); var devices = deviceenum.enumerateaudioendpoints (Dataflow.capture, devicestate.active).            ToList ();            Combobox1.datasource = devices;        Combobox1.displaymember = "FriendlyName";            } private void Createwaveindevice () {WaveIn = new WaveIn ();            Wavein.waveformat = new Waveformat (8000, 1);            Wavein.dataavailable + = ondataavailable;        wavein.recordingstopped + = onrecordingstopped; } void ondataavailable (object sender, Waveineventargs e) {if (this. invokerequired) {this.            BeginInvoke (New eventhandler<waveineventargs> (ondataavailable), sender, E); } else {writer. Write (e.bufFer, 0, e.bytesrecorded); int secondsrecorded = (int) (writer. Length/writer.                Waveformat.averagebytespersecond);                if (secondsrecorded >= 10)//maximum 10s {Stoprecord (); } else {L_sound.                Text = secondsrecorded + "s"; }}} void Onrecordingstopped (object sender, Stoppedeventargs e) {if (invokere            quired) {BeginInvoke (new eventhandler<stoppedeventargs> (onrecordingstopped), sender, E);            } else {finalizewavefile ();            }} void Stoprecord () {allchangebtn (Btn_luyin, true);            Allchangebtn (Btn_stop, false);            ALLCHANGEBTN (Btn_sendsound, true);            ALLCHANGEBTN (Btn_play, true); Btn_luyin.            Enabled = true; Btn_stop.            Enabled = false; Btn_sEndsound.            Enabled = true; Btn_play.            Enabled = true;            if (WaveIn! = null) wavein.stoprecording ();        Cleanup ();                }private void Cleanup () {if (WaveIn! = null) {wavein.dispose ();            WaveIn = null;        } finalizewavefile (); private void Finalizewavefile () {if (writer! = null) {writer.                Dispose ();            writer = null; }}//Start recording private void Btn_luyin_click (object sender, EventArgs e) {btn_stop.            Enabled = true; Btn_luyin.            Enabled = false;            if (WaveIn = = null) {Createwaveindevice ();            } if (File.exists (soundfile)) {file.delete (soundfile);            } writer = new Wavefilewriter (soundfile, Wavein.waveformat);        Wavein.startrecording (); } 

The above code implements the recording and writes the file P2psound_a.wav

Voice send

We're going to send the voice out after we get the voice.

When we record the sound and click Send, this part of the relevant code is

 Msgtranslator tran = null;            Public Form1 () {InitializeComponent ();            Loadwasapidevicescombo ();//display audio device Config cfg = Seiclient.getdefaultconfig (); Cfg.            Port = 7777;            Udpthread UDP = new Udpthread (CFG);            Tran = new Msgtranslator (UDP, CFG); Tran.            Messagereceived + = tran_messagereceived; Tran.        Debuged + = new eventhandler<debugeventargs> (tran_debuged); }private void Btn_sendsound_click (object sender, EventArgs e) {if (t_ip.                Text = = "") {MessageBox.Show ("Please enter IP");            Return } if (T_port.                Text = = "") {MessageBox.Show ("Please enter port number");            Return } String IP = t_ip.            Text; int port = Int. Parse (T_port.            Text); String Nick = T_nick.            Text;            String msg = "Voice message";       IPEndPoint remote = new IPEndPoint (Ipaddress.parse (IP), port);     msg m = new msg (remote, "ZZ", Nick, Commands.sendmsg, MSG, "Come from A");            M.isrequirereceive = true;            M.extendmessagebytes = Filecontent (soundfile);            M.packageno = Msg.getrandomnumber ();            M.type = consts.message_binary; Tran.        Send (m); }private byte[] Filecontent (string filename) {FileStream fs = new FileStream (FileName, FileMode.Open, F            Ileaccess.read); try {byte[] Buffur = new Byte[fs.                Length]; Fs. Read (Buffur, 0, (int) fs.                Length);            return Buffur;            } catch (Exception ex) {return null;                    } finally {if (fs! = NULL) {//close resource Fs.                Close (); }            }        }


So we send out the resulting voice file.

Reception and playback of voice

In fact, the reception of voice and text messages are not different, except that the voice is sent in binary, so we should write to a file after receiving the voice, the reception is completed, play this voice on the line.

The following code is mainly to save the received data to the file, the function of my netframe received the message triggered by the event, in the article mentioned earlier in the article


void tran_messagereceived (object sender, Messageeventargs e) {MSG            msg = e.msg; if (Msg. Type = = consts.message_binary) {string m = Msg. Type + "-+" + MSG.                UserName + "Send binary message!";                Addservermessage (m);                if (file.exists (Recive_soundfile)) {file.delete (recive_soundfile);                } FileStream fs = new FileStream (Recive_soundfile, FileMode.Create, FileAccess.Write); Fs. Write (Msg. Extendmessagebytes, 0, Msg.                Extendmessagebytes.length); Fs.                Close ();                Play_sound (Recive_soundfile);            CHANGEBTN (TRUE); } else {string m = Msg. Type + "-+" + MSG. UserName + "say:" + MSG.                normalmsg;            Addservermessage (m); }        }


after receiving the voice message, we want to play, still play with that plug-in play

--------Play part----------private Iwaveplayer waveplayer;        Private WaveStream reader; public void Play_sound (string filename) {if (Waveplayer! = null) {Waveplayer .                Dispose ();            Waveplayer = null; } if (reader! = null) {reader.            Dispose (); reader = new Mediafoundationreader (filename, new mediafoundationreader.mediafoundationreadersettings () {Sing            Lereaderobject = true});                if (Waveplayer = = null) {Waveplayer = new waveout ();                waveplayer.playbackstopped + = waveplayeronplaybackstopped;            Waveplayer.init (reader);        } waveplayer.play ();  } private void Waveplayeronplaybackstopped (object sender, Stoppedeventargs Stoppedeventargs) {if            (stoppedeventargs.exception! = null) {MessageBox.Show (Stoppedeventargs.exCeption.            Message);            } if (Waveplayer! = null) {waveplayer.stop (); } btn_luyin.        Enabled = true; }private void Btn_play_click (object sender, EventArgs e) {Btn_luyin.            Enabled = false;        Play_sound (Soundfile); }



The interface for receiving and sending a voice message is shown above

Technical summary

The main technology used is the recording and playback functions of UDP and Naudio.

The above is the C # based on the UDP implementation of the content of the voice chat tool, more relevant content please pay attention to topic.alibabacloud.com (www.php.cn)!

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