unity wav 格式音频转换为二进制文件

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	/// 音频WAV格式的字节数组
	/// </summary>
	/// <returns>The to WA.</returns>
	/// <param name="clip">Clip.</param>
	public static byte[] EncodeToWAV(this AudioClip clip)
	{
		byte[] bytes = null;

		using (var memoryStream = new MemoryStream())
		{
			memoryStream.Write(new byte[44], 0, 44);//预留44字节头部信息

			byte[] bytesData = clip.GetData16();

			memoryStream.Write(bytesData, 0, bytesData.Length);

			memoryStream.Seek(0, SeekOrigin.Begin);

			byte[] riff = System.Text.Encoding.UTF8.GetBytes("RIFF");
			memoryStream.Write(riff, 0, 4);

			byte[] chunkSize = BitConverter.GetBytes(memoryStream.Length - 8);
			memoryStream.Write(chunkSize, 0, 4);

			byte[] wave = System.Text.Encoding.UTF8.GetBytes("WAVE");
			memoryStream.Write(wave, 0, 4);

			byte[] fmt = System.Text.Encoding.UTF8.GetBytes("fmt ");
			memoryStream.Write(fmt, 0, 4);

			byte[] subChunk1 = BitConverter.GetBytes(16);
			memoryStream.Write(subChunk1, 0, 4);

			UInt16 two = 2;
			UInt16 one = 1;

			byte[] audioFormat = BitConverter.GetBytes(one);
			memoryStream.Write(audioFormat, 0, 2);

			byte[] numChannels = BitConverter.GetBytes(clip.channels);
			memoryStream.Write(numChannels, 0, 2);

			byte[] sampleRate = BitConverter.GetBytes(clip.frequency);
			memoryStream.Write(sampleRate, 0, 4);

			byte[] byteRate = BitConverter.GetBytes(clip.frequency * clip.channels * 2); // sampleRate * bytesPerSample*number of channels
			memoryStream.Write(byteRate, 0, 4);

			UInt16 blockAlign = (ushort)(clip.channels * 2);
			memoryStream.Write(BitConverter.GetBytes(blockAlign), 0, 2);

			UInt16 bps = 16;
			byte[] bitsPerSample = BitConverter.GetBytes(bps);
			memoryStream.Write(bitsPerSample, 0, 2);

			byte[] datastring = System.Text.Encoding.UTF8.GetBytes("data");
			memoryStream.Write(datastring, 0, 4);

			byte[] subChunk2 = BitConverter.GetBytes(clip.samples * clip.channels * 2);
			memoryStream.Write(subChunk2, 0, 4);

			bytes = memoryStream.ToArray();
		}

		return bytes;
	}

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转载自blog.csdn.net/BaiYangShouTong/article/details/70244822