viv0x6多少钱7的录音在那

win7的wav音频文件怎么录制 - 爱问知识人
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文件 怎么录制
混音器就可以录制了保存为WAV格式,文件很大现在流行的WIN7也有录音机的,按开始的搜索找
您的举报已经提交成功,我们将尽快处理,谢谢!
请问电脑是什么牌子?
如果你购买的是正版windows的话,直接拨打它们的400电话投诉吧。
如果不是正版的话,那就不用在意它给出的错误密钥了撒。
1、右击任务栏音量按钮。
2、选择“录音设备”
3、选择“录音”面板,右击选择“显示禁用的设备”
4、右击你想要启用的设备(内录应该选择立体声混音)
5、打开A...
你先确定你声卡有没有装好,第二就是看看右下角的喇叭是不是打了禁止的标志。
就在开始的附件里面
在百度搜索里就可以,你之所以找不到,估计你的搜索方法不对,按我说的试一试
打开百度首页,点击“MP3”,搜索框中输入“wav”,点击“百度一下”,打开的页...
大家还关注  前面介绍了,通过访问Windows Phone的麦克风进行录制音频。录制好的音频要保存为文件,需要做相关格式转换。一般录音的格式为.WAV,下面就介绍如何将录音保存为WAV文件。  1.在录制音频开始之前,首先要向音频流存储区audioStream中写入WAV文件头信息。即在调用microphone.Start()之前调用WriteWavHeader(audioStream, microphone.SampleRate),其中WriteWavHeader函数实现如下。
WriteWavHeader
1 /// &summary& 2 /// 写wav文件头信息 3 /// &/summary& 4 /// &param name="stream"&&/param& 5 /// &param name="sampleRate"&&/param& 6 public void WriteWavHeader(Stream stream, int sampleRate) 7 { 8
const int bitsPerSample = 16; 9
const int bytesPerSample = bitsPerSample / 8;10
var encoding = System.Text.Encoding.UTF8;11 12
// ChunkID Contains the letters "RIFF" in ASCII form (0x big-endian form).13
stream.Write(encoding.GetBytes("RIFF"), 0, 4);14 15
// NOTE this will be filled in later16
stream.Write(BitConverter.GetBytes(0), 0, 4);17 18
// Format Contains the letters "WAVE"(0x big-endian form).19
stream.Write(encoding.GetBytes("WAVE"), 0, 4);20 21
// Subchunk1ID Contains the letters "fmt " (0x666d7420 big-endian form).22
stream.Write(encoding.GetBytes("fmt "), 0, 4);23 24
// Subchunk1Size 16 for PCM.
This is the size of therest of the Subchunk which follows this number.25
stream.Write(BitConverter.GetBytes(16), 0, 4);26 27
// AudioFormat PCM = 1 (i.e. Linear quantization) Values other than 1 indicate some form of compression.28
stream.Write(BitConverter.GetBytes((short)1), 0, 2);29 30
// NumChannels Mono = 1, Stereo = 2, etc.31
stream.Write(BitConverter.GetBytes((short)1), 0, 2);32 33
// SampleRate , etc.34
stream.Write(BitConverter.GetBytes(sampleRate), 0, 4);35 36
// ByteRate =
SampleRate * NumChannels * BitsPerSample/837
stream.Write(BitConverter.GetBytes(sampleRate * bytesPerSample), 0, 4);38 39
// BlockAlign NumChannels * BitsPerSample/8 The number of bytes for one sample including all channels.40
stream.Write(BitConverter.GetBytes((short)(bytesPerSample)), 0, 2);41 42
// BitsPerSample
8 bits = 8, 16 bits = 16, etc.43
stream.Write(BitConverter.GetBytes((short)(bitsPerSample)), 0, 2);44 45
// Subchunk2ID Contains the letters "data" (0x big-endian form).46
stream.Write(encoding.GetBytes("data"), 0, 4);47 48
// NOTE to be filled in later49
stream.Write(BitConverter.GetBytes(0), 0, 4);50 }
  2.在录制音频结束的时候,才能确认录音文件大小的长度,此时需要修改WAV文件头部分信息。即在调用microphone.Stop()之后调用UpdateWavHeader(audioStream),其中UpdateWavHeader函数实现如下。
UpdateWavHeader
1 /// &summary& 2 /// 更新wav文件头信息 3 /// &/summary& 4 /// &param name="stream"&&/param& 5 public void UpdateWavHeader(Stream stream) 6 { 7
if (!stream.CanSeek) throw new Exception("Can't seek stream to update wav header"); 8
var oldPos = stream.P10 11
// ChunkSize
36 + SubChunk2Size12
stream.Seek(4, SeekOrigin.Begin);13
stream.Write(BitConverter.GetBytes((int)stream.Length - 8), 0, 4);14 15
// Subchunk2Size == NumSamples * NumChannels * BitsPerSample/8 This is the number of bytes in the data.16
stream.Seek(40, SeekOrigin.Begin);17
stream.Write(BitConverter.GetBytes((int)stream.Length - 44), 0, 4);18 19
stream.Seek(oldPos, SeekOrigin.Begin);20 }
  3.通过以上处理后的audioStream流已经是格式化后的WAV流。接下来只需要将audioStream流写入独立存储中(yu.wav)。
//将数据流转换为byte,recording中即为音频数据
byte[] recording = audioStream.ToArray();
//独立存储文件处理
using (IsolatedStorageFile myIsolatedStorage = IsolatedStorageFile.GetUserStoreForApplication())
//打开文件
using (IsolatedStorageFileStream fileStream = new IsolatedStorageFileStream("yu.wav", FileMode.Create, myIsolatedStorage))
fileStream.Write(recording, 0, recording.Length);
catch (Exception ex)
//读取失败
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音频队列实现录音和播音
使用AudioQueue来实现音频播放功能时最主要的步骤,可以更简练的归纳如下。
1. 打开播放音频文件
2. 取得播放音频文件的数据格式
3. 准备播放用的队列
4. 将缓冲中的数据移动到队列中
5. 开始播放
6. 在回调函数中进行队列处理
1.playAudio.h
声明了一个Objective-C类
1.playAudio.h
声明了一个Objective-C类
playAudio.h
ffmpegPlayAudio
Created by infomedia
xuanyuanchen on 12-3-26.
Copyright (c) 2012年 xuanyuanchen. All rights reserved.
#import &Foundation/Foundation.h&
#import &AudioToolbox/AudioToolbox.h&
#import &AudioToolbox/AudioFile.h&
#define NUM_BUFFERS 3
@interface playAudio : NSObject{
//播放音频文件ID
AudioFileID audioF
//音频流描述对象
AudioStreamBasicDescription dataF
//音频队列
AudioQueueR
SInt64 packetI
UInt32 numPacketsToR
UInt32 bufferByteS
AudioStreamPacketDescription *packetD
AudioQueueBufferRef buffers[NUM_BUFFERS];
//定义队列为实例属性
@property AudioQueueR
//播放方法定义
-(id)initWithAudio:(NSString *)
//定义缓存数据读取方法
-(void) audioQueueOutputWithQueue:(AudioQueueRef)audioQueue
queueBuffer:(AudioQueueBufferRef)audioQueueB
-(UInt32)readPacketsIntoBuffer:(AudioQueueBufferRef)
//定义回调(Callback)函数
static void BufferCallack(void *inUserData,AudioQueueRef inAQ,
AudioQueueBufferRef buffer);
2.playAudio.m
playAudio的实现
playAudio.m
ffmpegPlayAudio
Created by infomedia
infomedia on 12-3-26.
Copyright (c) 2012年 infomedia. All rights reserved.
#import "playAudio.h"
//实际测试中发现,这个gBufferSizeBytes=0x10000;对于压缩的音频格式(mp3/aac等)没有任何问题,但是如果输入的音频文件格式是wav,会出现只播放几秒便暂停的现象;而手机又不可能去申请更大的内存去处理wav文件,不知到大家能有什么好的方法给点建议
static UInt32 gBufferSizeBytes=<span style="color:#x10000;//It muse be pow(2,x)
@implementation playAudio
//回调函数(Callback)的实现
static void BufferCallback(void *inUserData,AudioQueueRef inAQ,
AudioQueueBufferRef buffer){
playAudio* player=(__bridge playAudio*)inUserD
[player audioQueueOutputWithQueue:inAQ queueBuffer:buffer];
//缓存数据读取方法的实现
-(void) audioQueueOutputWithQueue:(AudioQueueRef)audioQueue queueBuffer:(AudioQueueBufferRef)audioQueueBuffer{
//读取包数据
UInt32 numB
UInt32 numPackets=numPacketsToR
status = AudioFileReadPackets(audioFile, NO, &numBytes, packetDescs, packetIndex,&numPackets, audioQueueBuffer-&mAudioData);
//成功读取时
if (numPackets&<span style="color:#) {
//将缓冲的容量设置为与读取的音频数据一样大小(确保内存空间)
audioQueueBuffer-&mAudioDataByteSize=numB
//完成给队列配置缓存的处理
status = AudioQueueEnqueueBuffer(audioQueue, audioQueueBuffer, numPackets, packetDescs);
//移动包的位置
packetIndex += numP
//音频播放的初始化、实现
//在ViewController中声明一个PlayAudio对象,并用下面的方法来初始化
//self.audio=[[playAudioalloc]initWithAudio:@"/Users/xuanyuanchen/audio/daolang.mp3"];
-(id) initWithAudio:(NSString *)path{
if (!(self=[super init])) return
UInt32 size,maxPacketS
//打开音频文件
status=AudioFileOpenURL((CFURLRef)[NSURL fileURLWithPath:path], kAudioFileReadPermission, <span style="color:#, &audioFile);
if (status != noErr) {
//错误处理
NSLog(@"*** Error *** PlayAudio - play:Path: could not open audio file. Path given was: %@", path);
for (int i=<span style="color:#; i&NUM_BUFFERS; i++) {
AudioQueueEnqueueBuffer(queue, buffers[i], <span style="color:#, nil);
//取得音频数据格式
size = sizeof(dataFormat);
AudioFileGetProperty(audioFile, kAudioFilePropertyDataFormat, &size, &dataFormat);
//创建播放用的音频队列
AudioQueueNewOutput(&dataFormat, BufferCallback, self,
nil, nil, <span style="color:#, &queue);
//计算单位时间包含的包数
if (dataFormat.mBytesPerPacket==<span style="color:# || dataFormat.mFramesPerPacket==<span style="color:#) {
size=sizeof(maxPacketSize);
AudioFileGetProperty(audioFile, kAudioFilePropertyPacketSizeUpperBound, &size, &maxPacketSize);
if (maxPacketSize & gBufferSizeBytes) {
maxPacketSize= gBufferSizeB
//算出单位时间内含有的包数
numPacketsToRead = gBufferSizeBytes/maxPacketS
packetDescs=malloc(sizeof(AudioStreamPacketDescription)*numPacketsToRead);
numPacketsToRead= gBufferSizeBytes/dataFormat.mBytesPerP
packetDescs=
//设置Magic Cookie,参见第二十七章的相关介绍
AudioFileGetProperty(audioFile, kAudioFilePropertyMagicCookieData, &size, nil);
if (size &<span style="color:#) {
cookie=malloc(sizeof(char)*size);
AudioFileGetProperty(audioFile, kAudioFilePropertyMagicCookieData, &size, cookie);
AudioQueueSetProperty(queue, kAudioQueueProperty_MagicCookie, cookie, size);
//创建并分配缓冲空间
packetIndex=<span style="color:#;
for (i=<span style="color:#; i&NUM_BUFFERS; i++) {
AudioQueueAllocateBuffer(queue, gBufferSizeBytes, &buffers[i]);
//读取包数据
if ([self readPacketsIntoBuffer:buffers[i]]==<span style="color:#) {
Float32 gain=<span style="color:#.0;
//设置音量
AudioQueueSetParameter(queue, kAudioQueueParam_Volume, gain);
//队列处理开始,此后系统开始自动调用回调(Callback)函数
AudioQueueStart(queue, nil);
-(UInt32)readPacketsIntoBuffer:(AudioQueueBufferRef)buffer {
UInt32 numBytes,numP
//从文件中接受数据并保存到缓存(buffer)中
numPackets = numPacketsToR
AudioFileReadPackets(audioFile, NO, &numBytes, packetDescs, packetIndex, &numPackets, buffer-&mAudioData);
if(numPackets &<span style="color:#){
buffer-&mAudioDataByteSize=numB
AudioQueueEnqueueBuffer(queue, buffer, (packetDescs ? numPackets : <span style="color:#), packetDescs);
packetIndex += numP
return <span style="color:#;//意味着我们没有读到任何的包
return <span style="color:#;//<span style="color:#代表正常的退出
(1.)record.h
static const int kNumberBuffers = 3;
#import &AudioToolbox/AudioToolbox.h&
#import &Foundation/Foundation.h&
#import &AVFoundation/AVFoundation.h&
@interface Record : NSObject&AVAudioPlayerDelegate&
AudioStreamBasicDescription
AudioQueueRef
AudioQueueBufferRef
mBuffers[kNumberBuffers];
bufferByteS
AVAudioPlayer *
@property(nonatomic,assign) bool
@property(nonatomic,retain) NSMutableData* recordD
-(void)dealWithData:(NSData*)
(2.)record.m
#import "Record.h"
@implementation Record
@synthesize mIsRunning = _mIsR
@synthesize recordData =_recordD
self = [super init];
if (self) {
AudioSessionInitialize(NULL, NULL, NULL, (__bridge void*)self);
// self.recordData =[NSMutableData data];
self.mIsRunning=
static void HandleInputBuffer (
*inUserData,
AudioQueueRef
AudioQueueBufferRef
const AudioTimeStamp
*inStartTime,
inNumPackets,
const AudioStreamPacketDescription
*inPacketDesc
Record *recorderPro = (__bridge Record *)inUserD
if (inNumPackets & 0 && recorderPro.mIsRunning){
int pcmSize = inBuffer-&mAudioDataByteS
char *pcmData = (char *)inBuffer-&mAudioD
NSData *data = [[NSData alloc] initWithBytes:pcmData length:pcmSize];
[recorderPro dealWithData:data];
[recorderPro.recordData appendData:data];
AudioQueueEnqueueBuffer(inAQ, inBuffer, 0, NULL);
void DeriveBufferSize (
AudioQueueRef
audioQueue,
AudioStreamBasicDescription
&ASBDescription,
*outBufferSize
static const int maxBufferSize = 0x50000;
int maxPacketSize = ASBDescription.mBytesPerP
if (maxPacketSize == 0) {
UInt32 maxVBRPacketSize = sizeof(maxPacketSize);
AudioQueueGetProperty (
audioQueue,
kAudioQueueProperty_MaximumOutputPacketSize,
&maxPacketSize,
&maxVBRPacketSize
Float64 numBytesForTime =
ASBDescription.mSampleRate * maxPacketSize *
*outBufferSize =
UInt32 (numBytesForTime & maxBufferSize ?
numBytesForTime : maxBufferSize);
-(void)dealWithData:(NSData*)data
[self changeVoice:data];
-(void)changeVoice:(NSData*)audioData
soundtouch::SoundTouch mSoundT
mSoundTouch.setSampleRate(16000);
mSoundTouch.setChannels(1);
mSoundTouch.setTempoChange(0.05);
mSoundTouch.setPitchSemiTones(12);
mSoundTouch.setRateChange(-0.7);
mSoundTouch.setSetting(SETTING_SEQUENCE_MS, 40);
mSoundTouch.setSetting(SETTING_SEEKWINDOW_MS, 16);
mSoundTouch.setSetting(SETTING_OVERLAP_MS, 8);
if (audioData != nil) {
char *pcmData = (char *)audioData.
int pcmSize = audioData.
int nSamples = pcmSize / 2;
mSoundTouch.putSamples((short *)pcmData, nSamples);
short *samples = new short[pcmSize];
int numSamples = 0;
memset(samples, 0, pcmSize);
numSamples = mSoundTouch.receiveSamples(samples, pcmSize);
[self.recordData appendBytes:samples length:numSamples*2];
} while (numSamples & 0);
NSLog(@"-------recording%d",self.recordData.length);
- (void) setupAudioFormat:(UInt32) inFormatID SampleRate:(int) sampeleRate
memset(&mDataFormat, 0, sizeof(mDataFormat));
mDataFormat.mSampleRate = sampeleR
//UInt32 size = sizeof(mDataFormat.mChannelsPerFrame);
//AudioSessionGetProperty(kAudioSessionProperty_CurrentHardwareInputNumberChannels, &size, &mDataFormat.mChannelsPerFrame);
mDataFormat.mChannelsPerFrame=1;
mDataFormat.mFormatID = inFormatID;
if (inFormatID == kAudioFormatLinearPCM){
// if we want pcm, default to signed 16-bit little-endian
mDataFormat.mFormatFlags = kLinearPCMFormatFlagIsSignedInteger | kLinearPCMFormatFlagIsP
mDataFormat.mBitsPerChannel = 16;
mDataFormat.mBytesPerPacket = mDataFormat.mBytesPerFrame = (mDataFormat.mBitsPerChannel / 8) * mDataFormat.mChannelsPerF
mDataFormat.mFramesPerPacket = 1;
-(void)record
self.recordData = [NSMutableData data];
AudioSessionSetActive(true);
// category
UInt32 category = kAudioSessionCategory_PlayAndR
AudioSessionSetProperty(kAudioSessionProperty_AudioCategory, sizeof(category), &category);
[self setupAudioFormat:kAudioFormatLinearPCM SampleRate:16000];
DeriveBufferSize (mQueue,mDataFormat,0.5,&bufferByteSize);
// 设置回调函数
AudioQueueNewInput(&mDataFormat, HandleInputBuffer, (__bridge void*)self, NULL, NULL, 0, &mQueue);
for (int i = 0; i & kNumberB ++i) {
AudioQueueAllocateBuffer (mQueue,bufferByteSize,&mBuffers[i]);
AudioQueueEnqueueBuffer (mQueue,mBuffers[i],0,NULL);
// 开始录音
AudioQueueStart(mQueue, NULL);
self. mIsRunning= YES;
-(void)stop
AudioQueueFlush(mQueue);
AudioQueueStop (mQueue,true);
NSMutableData *wavDatas = [[NSMutableData alloc] init];
int fileLength = self.recordData.
void *header = createWaveHeader(fileLength, 1, 16000, 16);
[wavDatas appendBytes:header length:44];
[wavDatas appendData:self.recordData];
self.recordData = wavD
NSLog(@"-------stop%d",self.recordData.length);
NSString *path = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0];
NSString *filePath = [path stringByAppendingPathComponent:@"soundtouch.wav"];
[wavDatas writeToFile:filePath atomically:YES];
self.mIsRunning =
-(void)play
NSError *playerE
player = [[AVAudioPlayer alloc] initWithData:self.recordData error:&playerError];
NSString *path = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0];
NSString *filePath = [path stringByAppendingPathComponent:@"soundtouch.wav"];
// player = [[AVAudioPlayer alloc] initWithContentsOfURL:recordedFile error:&playerError];
player = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:filePath] error:&playerError];
if (player == nil)
NSLog(@"ERror creating player: %@", [playerError description]);
player.delegate =
if(![player isPlaying]) {
[player play];
-(void)pause
if ([player isPlaying]) {
[player pause];
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag
NSLog(@"%@",@"audioPlayerDidFinishPlaying");
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