【问题标题】:Audio recorded file corrupted issue in ActionscriptActionscript 中的录音文件损坏问题
【发布时间】:2015-09-12 13:48:50
【问题描述】:

我使用 Adob​​e Flash Builder 4.6 / AIR 从我的麦克风录制了语音样本,语音录制成功。我首先在 actionscript 中将语音数据(字节数组)转换为 base64 格式,然后使用我的 PHP 代码将该 base64 数据转换为 WAV 文件。但是那个 WAV 文件会在 RiffPad 中引发文件损坏问题。

RIFFPad 是 RIFF 格式文件(如 WAV、AVI)的查看器。

预期的 wav 文件规范:

采样率:22KHZ

    // -- saves the current audio data as a .wav file
    protected function onSubmit( event:Event ):void {
        alertBox.show("Processing ... please wait.");

        stopPlayback();
        stopRecording();
        playBtn.enabled = recordBtn.enabled = submitBtn.enabled = false;
        var position:int = capture.buffer.position;
        var wavWriter:WAVWriter = new WAVWriter()
        var wavWriter1:WaveEncoder = new WaveEncoder()
        wavWriter.numOfChannels = 1;
        wavWriter.samplingRate = 22050;
        wavWriter.sampleBitRate = 16; 
        var wavBytes:ByteArray = new ByteArray;
        capture.buffer.position = 0;
        wavWriter.processSamples(wavBytes, capture.buffer, capture.microphone.rate * 1000, 1);
        Settings.alertBox3.show("RATE :"+capture.microphone.rate); //Here show RATE: 8
        //wavWriter.processSamples(wavBytes, capture.buffer, 22050, 1);
        //wavBytes = wavWriter1.encode( capture.buffer, 1, 16, 22050);
        capture.buffer.position = position;
        wavBytes.position=0;
        submitVoiceSample(Base64_new.encodeByteArray(wavBytes));
    }

WAV Writer 头部函数:

public var samplingRate = 22050;
public var sampleBitRate:int = 8;
public var numOfChannels:int = 2;
private var compressionCode:int = 1;

private function header(dataOutput:IDataOutput, fileSize:Number):void
{
    dataOutput.writeUTFBytes("RIFF");
    dataOutput.writeUnsignedInt(fileSize); // Size of whole file
    dataOutput.writeUTFBytes("WAVE");
    // WAVE Chunk
    dataOutput.writeUTFBytes("fmt ");   // Chunk ID
    dataOutput.writeUnsignedInt(16);    // Header Chunk Data Size
    dataOutput.writeShort(compressionCode); // Compression code - 1 = PCM
    dataOutput.writeShort(numOfChannels); // Number of channels
    dataOutput.writeUnsignedInt(samplingRate); // Sample rate
    dataOutput.writeUnsignedInt(samplingRate * numOfChannels * sampleBitRate / 8); // Byte Rate == SampleRate * NumChannels * BitsPerSample/8       
    dataOutput.writeShort(numOfChannels * sampleBitRate / 8); // Block align == NumChannels * BitsPerSample/8
    dataOutput.writeShort(sampleBitRate); // Bits Per Sample
}

WAV文件写入功能:

public function processSamples(dataOutput:IDataOutput, dataInput:ByteArray, inputSamplingRate:int, inputNumChannels:int = 1):void
{
    if (!dataInput || dataInput.bytesAvailable <= 0) // Return if null
        throw new Error("No audio data");

    // 16 bit values are between -32768 to 32767.
    var bitResolution:Number = (Math.pow(2, sampleBitRate)/2)-1;
    var soundRate:Number = samplingRate / inputSamplingRate;
    var dataByteLength:int = ((dataInput.length/4) * soundRate * sampleBitRate/8);
    // data.length is in 4 bytes per float, where we want samples * sampleBitRate/8 for bytes
    //var fileSize:int = 32 + 8 + dataByteLength;
    var fileSize:int = 32 + 4 + dataByteLength;
    // WAV format requires little-endian
    dataOutput.endian = Endian.LITTLE_ENDIAN;  
    // RIFF WAVE Header Information
    header(dataOutput, fileSize);
    // Data Chunk Header
    dataOutput.writeUTFBytes("data");
    dataOutput.writeUnsignedInt(dataByteLength); // Size of whole file

    // Write data to file
    dataInput.position = 0;
    var tempData:ByteArray = new ByteArray();
    tempData.endian = Endian.LITTLE_ENDIAN;

    // Write to file in chunks of converted data.
    while (dataInput.bytesAvailable > 0) 
    {
        tempData.clear();
        // Resampling logic variables
        var minSamples:int = Math.min(dataInput.bytesAvailable/4, 8192);
        var readSampleLength:int = minSamples;//Math.floor(minSamples/soundRate);
        var resampleFrequency:int = 100;  // Every X frames drop or add frames
        var resampleFrequencyCheck:int = (soundRate-Math.floor(soundRate))*resampleFrequency;
        var soundRateCeil:int = Math.ceil(soundRate);
        var soundRateFloor:int = Math.floor(soundRate);
        var jlen:int = 0;
        var channelCount:int = (numOfChannels-inputNumChannels);
        /*
        trace("resampleFrequency: " + resampleFrequency + " resampleFrequencyCheck: " + resampleFrequencyCheck
            + " soundRateCeil: " + soundRateCeil + " soundRateFloor: " + soundRateFloor);
        */
        var value:Number = 0;
        // Assumes data is in samples of float value
        for (var i:int = 0;i < readSampleLength;i+=4)
        {
            value = dataInput.readFloat();
            // Check for sanity of float value
            if (value > 1 || value < -1)
                throw new Error("Audio samples not in float format");

            // Special case with 8bit WAV files
            if (sampleBitRate == 8)
                value = (bitResolution * value) + bitResolution;
            else
                value = bitResolution * value;

            // Resampling Logic for non-integer sampling rate conversions
            jlen = (resampleFrequencyCheck > 0 && i % resampleFrequency < resampleFrequencyCheck) ? soundRateCeil : soundRateFloor; 
            for (var j:int = 0; j < jlen; j++)
            {
                writeCorrectBits(tempData, value, channelCount);
            }
        }
        dataOutput.writeBytes(tempData);
    }
}

我将 base64 数据发送到我的服务请求 php 方面我得到了 '$this->request->voiceSample' 参数并将 base64 解码为 .wav 文件

 file_put_contents('name.wav', base64_decode($this->request->voiceSample));

在 Riffpad 中加载“name.wav”文件后 我有问题

文件末尾有多余的垃圾。

任何人请给我解决这个问题的建议......

【问题讨论】:

  • 通过与公开启用的编码器进行比较来检查您的 base64 字符串编码器是否正确。还要检查您的 PHP 解码器是否正确编写(除非它是内置函数)。还要检查你的 Flash 端是否依赖字节端(至少在c = data[int(i++)] &lt;&lt; 16 | data[int(i++)] &lt;&lt; 8 | data[int(i++)]; 部分有一个隐藏的依赖项)。
  • 嗨 vesper,我正在使用编码 base64 lib 进行 byteArray 到 base64 的转换。在 PHP 方面,我使用的是内置函数。
  • 当您通过十六进制编辑器查看解码后的文件时,它的前 4 个字节是否有 RIFF 签名?如果没有,您将不得不调试您的转换例程。
  • 那么,收到的文件有完整的 RIFF 签名吗?好吧,那就不是base64转换了。抱歉,我无法帮助调试签名编写程序,也许其他人可以。 (嗯,也许写 UTFBytes 会在某处丢一个零?我建议改为写一个 int。)另外,一旦你发现错误在哪里,请在这个问题中发布答案。
  • 好问题! :) 我认为最好的选择是将 wav 文件加载到闪存中,对其进行解码,然后使用您的函数对其进行编码和转换并将其发送到服务器。将结果与您在十六进制编辑器中看到的结果进行比较 - 也许您错过了签名中的某些内容..

标签: php actionscript-3 apache-flex flex3 wav


【解决方案1】:

这行有一个固有的错误:

 wavWriter.processSamples(wavBytes, capture.buffer, capture.microphone.rate * 1000, 1);

Microphone.rate 手册指出实际采样频率不同于此代码预期的microphone.rate*1000。实际表格如下:

rate   Actual frequency
44     44,100 Hz
22     22,050 Hz
11     11,025 Hz
8      8,000 Hz
5      5,512 Hz

因此,虽然您的代码 cmets 声明 rate 报告为 8,但在客户端一般情况可能并非如此,因此请在将推断的采样率传递给 wavWriter.processSamples() 之前执行查找。

接下来,您正在通过浮点计算预先计算dataByteLength,这可能会导致您逐字节采样数据时不准确,因此最好先重新采样,然后收集数据长度,然后再写入所有数据进入dataOutput,像这样:

public function processSamples(dataOutput:IDataOutput, dataInput:ByteArray, inputSamplingRate:int, inputNumChannels:int = 1):void
{
    if (!dataInput || dataInput.bytesAvailable <= 0) // Return if null
        throw new Error("No audio data");

    // 16 bit values are between -32768 to 32767.
    var bitResolution:Number = (Math.pow(2, sampleBitRate)/2)-1;
    // var soundRate:Number = samplingRate / inputSamplingRate;
    // var fileSize:int = 32 + 4 + dataByteLength; kept for reference
    // fmt tag is 4+4+16, data header is 8 bytes in size, and 4 bytes for WAVE
    // but the data length is not yet determined
    // WAV format requires little-endian
    dataOutput.endian = Endian.LITTLE_ENDIAN;  
    // Prepare data for data to file
    dataInput.position = 0;
    var tempData:ByteArray = new ByteArray();
    tempData.endian = Endian.LITTLE_ENDIAN;
    // Writing in chunks is no longer possible, because we don't have the header ready

    // Let's precalculate the data needed in the loop
    var step:Number=inputSamplingRate / samplingRate; // how far we should step into the input data to get next sample
    var totalOffset:Number=1.0-1e-8; // accumulator for step
    var oldChannels:Array=[];
    var i:int;
    for (i=0;i<numOfChannels;i++) oldChannels.push(0.0);
    // previous channels' sample holder
    var newChannels:Array=oldChannels.slice(); // same for new channels that are to be read from byte array
    // reading first sample set from input byte array
    if (dataInput.bytesAvailable>=inputNumChannels*4) {
        for (i=0;i<inputNumChannels;i++) {
            var buf:Number=dataInput.readFloat();
            if (buf > 1) buf=1; if (buf < -1) buf=-1;
            newChannels[i]=buf;
        }
        // if there's one channel, copy data to other channels
        if ((inputNumChannels==1) && (numOfChannels>1)) {
            for (i=1;i<numOfChannels;i++) newChannels[i]=newChannels[0];                
        }
    }
    while ((dataInput.bytesAvailable>=inputNumChannels*4) || (totalOffset<1.0))
    {
        // sample next value for output wave file
        var value:Number;
        for (i=0;i<numOfChannels;i++) {
            value = (totalOffset*newChannels[i])+(1.0-totalOffset)*oldChannels[i];
            // linear interpolation between old sample and new sample
            // Special case with 8bit WAV files
            if (sampleBitRate == 8)
                value = (bitResolution * value) + bitResolution;
            else
                value = bitResolution * value; 
            // writing one channel into tempData
            writeCorrectBits(tempData, value, 0);
        }
        totalOffset+=step; // advance per output sample
        while ((totalOffset>1) && (dataInput.bytesAvailable>=inputNumChannels*4)) {
            // we need a new sample, and have a sample to process in input
            totalOffset-=1;
            for (i=0;i<numOfChannels;i++) oldChannels[i]=newChannels[i]; // store old sample
            // get another sample, copypasted from above
            for (i=0;i<inputNumChannels;i++) {
                value=dataInput.readFloat();
                if (value > 1) value=1; if (value < -1) value=-1; // sanity check
                // I made it clip instead of throwing exception, replace if necessary
                // if (value > 1 || value < -1) throw new Error("Audio samples not in float format");
                newChannels[i]=value;
            }
            if ((inputNumChannels==1) && (numOfChannels>1)) {
                for (i=1;i<numOfChannels;i++) newChannels[i]=newChannels[0];
            }
        } // end advance by totalOffset
    } // end main loop
    var dataBytesLength:uint=tempData.length; // now the length will be correct by definition
    header(dataOutput, 32+4+dataBytesLength);
    dataOutput.writeUTFBytes("data");
    dataOutput.writeUnsignedInt(dataBytesLength);
    dataOutput.writeBytes(tempData);

}

我已经重写了重采样例程以使用滑动窗口算法(如果新的采样率高于旧的采样率,效果最好,但接受任何比率)。该算法在样本之间使用线性插值,而不是在插值序列的长度上简单地重新使用旧样本。随意替换为您自己的循环。应该保留的原则是您首先编译 full tempData,然后才使用现在正确定义的数据长度写入标头。

如有问题请报告。

【讨论】:

  • 我使用了你重写的例程,它生成的音频文件没有任何垃圾,但音频文件的大小非常小,而且播放时没有听到我们录制的文件
  • 哎呀,在确定step 值时有一个错字,我除以了一个错误的变量,我应该除以samplingRate 而不是soundRate。固定。
  • 现在音频文件已经生成,但是文件太长了 375kb,而且当我尝试播放音频时,声音不是我们录制的
  • 嗯。如果您检查该文件,您会收到什么作为 RIFFPad 的输出?多少通道,什么编码,样本长度和秒数?它有 8 位 PCM 还是 16 位?你经历过什么样的声音失真?
  • 频道 - 1,nSamplespersec - 22050
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