版权声明:本文为博主原创文章,未经博主允许不得转载。 https://blog.csdn.net/BaiYangShouTong/article/details/70244781
using UnityEngine;
using System;
using System.IO;
/// <summary>
/// 音频扩展
/// </summary>
public static class AudioClipExtension
{
private static AudioClip clip;
private static int maxRecordTime = 10;
private static int samplingRate = 12000;
/// <summary>
/// 尝试录音
/// </summary>
/// <returns><c>true</c>, if start recording was tryed, <c>false</c> otherwise.</returns>
public static bool TryStartRecording()
{
try
{
Microphone.End(null);
clip = Microphone.Start(null, false, maxRecordTime, samplingRate);
}
catch(Exception e)
{
return false;
}
return true;
}
/// <summary>
/// 录音结束
/// </summary>
/// <param name="length">Length.</param>
/// <param name="outClip">Out clip.</param>
public static void EndRecording(out int length, out AudioClip outClip)
{
int lastPos = Microphone.GetPosition(null);
if (Microphone.IsRecording(null))
{
length = lastPos / samplingRate;
}
else
{
length = maxRecordTime;
}
Microphone.End(null);
if (length < 1.0f)
{
outClip = null;
return;
}
outClip = clip;
}
/// <summary>
/// 获取一个音频的字节数组
/// </summary>
/// <returns>The data.</returns>
/// <param name="clip">Clip.</param>
public static byte[] GetData(this AudioClip clip,int _time )
{
var data = new float[_time * 15000 * clip.channels];
clip.GetData(data, 0);
byte[] bytes = new byte[data.Length * 4];
Buffer.BlockCopy(data, 0, bytes, 0, bytes.Length);
// Debug.Log ("------------------ bytes 字节: " + bytes.Length);
return bytes;
}
/// <summary>
/// 设置音频数据
/// </summary>
/// <param name="clip">Clip.</param>
/// <param name="bytes">Bytes.</param>
public static void SetData(this AudioClip clip, byte[] bytes)
{
float[] data = new float[bytes.Length / 4];
Buffer.BlockCopy(bytes, 0, data, 0, bytes.Length);
if (clip == null) {
Debug.Log ("clip == null " + bytes.Length);
} else {
clip.SetData (data, 0);
}
}
public static byte[] GetData16(this AudioClip clip)
{
var data = new float[clip.samples * clip.channels];
clip.GetData(data, 0);
byte[] bytes = new byte[data.Length * 2];
int rescaleFactor = 32767;
for (int i = 0; i < data.Length; i++)
{
short value = (short)(data[i] * rescaleFactor);
BitConverter.GetBytes(value).CopyTo(bytes, i * 2);
}
return bytes;
}
/// <summary>
/// wav格式音频转换为二进制文件
/// </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;
}
}