我开发了一个简单的应用程序,用libsox改变音频文件的音高(使用这个例子)。这是我的密码。它使用两个输入参数-输入文件路径和输出文件路径:
#include <sox.h>
#include <stdlib.h>
#include <stdio.h>
#include <assert.h>
#include <string.h>
int main(int argc, char * argv[])
{
static sox_format_t * in, * out; /* input and output files */
sox_effects_chain_t * chain;
sox_effect_t * e;
char * args[10];
sox_signalinfo_t interm_signal; /* @ intermediate points in the chain. */
sox_encodinginfo_t out_encoding = {
SOX_ENCODING_SIGN2,
16,
0,
sox_option_default,
sox_option_default,
sox_option_default,
sox_false
};
sox_signalinfo_t out_signal = {
16000,
1,
0,
0,
NULL
};
assert(argc == 3);
assert(sox_init() == SOX_SUCCESS);
assert(in = sox_open_read(argv[1], NULL, NULL, NULL));
assert(out = sox_open_write(argv[2], &out_signal, &out_encoding, NULL, NULL, NULL));
chain = sox_create_effects_chain(&in->encoding, &out->encoding);
interm_signal = in->signal; /* NB: deep copy */
e = sox_create_effect(sox_find_effect("input"));
args[0] = (char *)in;
assert(sox_effect_options(e, 1, args) == SOX_SUCCESS);
assert(sox_add_effect(chain, e, &interm_signal, &in->signal) == SOX_SUCCESS);
free(e);
e = sox_create_effect(sox_find_effect("pitch"));
args[0] = "1000";
assert(sox_effect_options(e, 1, args) == SOX_SUCCESS);
assert(sox_add_effect(chain, e, &interm_signal, &out->signal) == SOX_SUCCESS);
free(e);
e = sox_create_effect(sox_find_effect("output"));
args[0] = (char *)out;
assert(sox_effect_options(e, 1, args) == SOX_SUCCESS);
assert(sox_add_effect(chain, e, &interm_signal, &out->signal) == SOX_SUCCESS);
free(e);
sox_flow_effects(chain, NULL, NULL);
sox_delete_effects_chain(chain);
sox_close(out);
sox_close(in);
sox_quit();
return 0;
}但是我从上面的代码中得到的结果是一个改变了速度的文件。以下是输入和输出的详细信息:
Input File : 'input.wav'
Channels : 1
Sample Rate : 16000
Precision : 16-bit
Duration : 00:00:11.87 = 189921 samples ~ 890.255 CDDA sectors
Input File : 'output.wav'
Channels : 1
Sample Rate : 16000
Precision : 16-bit
Duration : 00:00:21.15 = 338401 samples ~ 1586.25 CDDA sectors另一件事是,sox应用程序运行良好。
sox input.wav output_app.wav pitch 1000它生成一个与输入具有相同持续时间的文件:
Input File : 'output_app.wav'
Channels : 1
Sample Rate : 16000
Precision : 16-bit
Duration : 00:00:11.87 = 189921 samples ~ 890.255 CDDA sectors这里有谁有同样的问题吗?或者,为了使这种效果正常工作,我还必须向sox_effect提供任何其他选项吗?
发布于 2020-04-24 06:43:18
libsox的“音调”效应将改变音频采样。如果你注意到“音调”后的样本,你会发现它已经改变了。为了保存具有相同样本的音频文件,您需要在“音调”效果之后添加“速率”效果。如下所示:
#include <sox.h>
#include <stdlib.h>
#include <stdio.h>
#include <assert.h>
#include <string.h>
int main(int argc, char * argv[])
{
static sox_format_t * in, * out; /* input and output files */
sox_effects_chain_t * chain;
sox_effect_t * e;
char * args[10];
sox_signalinfo_t interm_signal; /* @ intermediate points in the chain. */
sox_encodinginfo_t out_encoding = {
SOX_ENCODING_SIGN2,
16,
0,
sox_option_default,
sox_option_default,
sox_option_default,
sox_false
};
sox_signalinfo_t out_signal = {
16000,
1,
0,
0,
NULL
};
assert(argc == 3);
assert(sox_init() == SOX_SUCCESS);
assert(in = sox_open_read(argv[1], NULL, NULL, NULL));
assert(out = sox_open_write(argv[2], &out_signal, &out_encoding, NULL, NULL, NULL));
chain = sox_create_effects_chain(&in->encoding, &out->encoding);
interm_signal = in->signal; /* NB: deep copy */
e = sox_create_effect(sox_find_effect("input"));
args[0] = (char *)in;
assert(sox_effect_options(e, 1, args) == SOX_SUCCESS);
assert(sox_add_effect(chain, e, &interm_signal, &in->signal) == SOX_SUCCESS);
free(e);
e = sox_create_effect(sox_find_effect("pitch"));
args[0] = "1000";
assert(sox_effect_options(e, 1, args) == SOX_SUCCESS);
assert(sox_add_effect(chain, e, &interm_signal, &out->signal) == SOX_SUCCESS);
free(e);
// Note: interm_signal.rate changed now, we need to rate it back
e = sox_create_effect(sox_find_effect("rate"));
args[0] = "-m";
assert(sox_effect_options(e, 1, args) == SOX_SUCCESS);
assert(sox_add_effect(chain, e, &interm_signal, &out->signal) == SOX_SUCCESS);
free(e);
e = sox_create_effect(sox_find_effect("output"));
args[0] = (char *)out;
assert(sox_effect_options(e, 1, args) == SOX_SUCCESS);
assert(sox_add_effect(chain, e, &interm_signal, &out->signal) == SOX_SUCCESS);
free(e);
sox_flow_effects(chain, NULL, NULL);
sox_delete_effects_chain(chain);
sox_close(out);
sox_close(in);
sox_quit();
return 0;
}或者,您可以在“比率”之后添加“抖动”效果,以获得更好的效果。
发布于 2020-04-24 03:53:59
搜索一段时间后,感谢这。我发现,为了保持音频的节奏,必须在音调效应之后将一个速率效应添加到效果链中。
https://stackoverflow.com/questions/61241963
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