没有其他设置,直接上代码,我根据实际需求简单修改了一下
这一版是按钮控制开启关闭回放 转载自 https://blog.csdn.net/yiwei151/article/details/77897742,
using System;
using System.IO;
using UnityEngine;
using UnityEngine.UI;
public class MicroPhoneManager : MonoBehaviour
{
public int DeviceLength;
/// <summary>
/// 录音频率
/// </summary>
public string Frequency = "44100";
public int Samplerate = 44100;
/// <summary>
/// 最长录音时长(半小时)
/// </summary>
int MaxSecond = 1800;
/// <summary>
/// 实际录音时长
/// </summary>
int realTime = 0;
/// <summary>
/// 文件夹路径
/// </summary>
string filePath;
AudioSource _curAudioSource;
AudioSource CurAudioSource
{
get
{
if (_curAudioSource == null)
{
_curAudioSource = gameObject.AddComponent<AudioSource>();
}
return _curAudioSource;
}
}
#region [public Way]
public Text text;
public Button startBtn, endBtn, recordBtn, getSoundData, getDevice;
void Start()
{
startBtn.onClick.AddListener(StartRecordAudio);
endBtn.onClick.AddListener(StopRecordAudio);
recordBtn.onClick.AddListener(PlayRecordAudio);
getSoundData.onClick.AddListener(PrintRecordData);
getDevice.onClick.AddListener(GetMicrophoneDevice);
}
/// <summary>
/// 获取麦克风设备
/// </summary>
public void GetMicrophoneDevice()
{
string[] mDevice = Microphone.devices;
DeviceLength = mDevice.Length;
if (DeviceLength == 0)
ShowInfoLog("找不到麦克风设备!");
else
Debug.Log("找到麦克风....." + mDevice[0]);
}
/// <summary>
/// 开始录音
/// </summary>
public void StartRecordAudio()
{
CurAudioSource.Stop();
CurAudioSource.loop = false;
CurAudioSource.mute = true;
CurAudioSource.clip = Microphone.Start(null, true, MaxSecond, int.Parse(Frequency));
while (!(Microphone.GetPosition(null) > 0))
{
}
CurAudioSource.Play();
realTime = 0; // 录音计时
if (IsInvoking("startTime"))
CancelInvoke("startTime");
InvokeRepeating("startTime", 1, 1);
ShowInfoLog("开始录音.....");
}
/// <summary>
/// 停止录音
/// </summary>
public void StopRecordAudio()
{
ShowInfoLog("结束录音.....");
if (!Microphone.IsRecording(null))
return;
Microphone.End(null);
CurAudioSource.Stop();
if (IsInvoking("startTime"))
CancelInvoke("startTime");
ShowInfoLog(realTime + "s");
}
/// <summary>s
/// 回放录音
/// </summary>
public void PlayRecordAudio()
{
if (Microphone.IsRecording(null))
return;
if (CurAudioSource.clip == null)
return;
CurAudioSource.mute = false;
CurAudioSource.loop = false;
CurAudioSource.Play();
ShowInfoLog("播放录音.....");
}
void startTime()
{
++realTime;
text.text = realTime.ToString();
ShowInfoLog("realTime: " + realTime);
if (realTime >= MaxSecond)
{
//若超出最大时间限制,则保存上传文件,接着上传下一次
//ULog.Log("超出最大时间,重新监听上传");
StopRecordAudio();
StartRecordAudio();
}
}
/// <summary>
/// 打印录音信息
/// </summary>
public void PrintRecordData()
{
if (Microphone.IsRecording(null))
return;
byte[] data = GetClipData();
#region 用户自由固定录音时长
int position = CurAudioSource.clip.samples / MaxSecond * realTime;
var soundata = new float[CurAudioSource.clip.samples * CurAudioSource.clip.channels];
CurAudioSource.clip.GetData(soundata, 0);
var newdata = new float[position * CurAudioSource.clip.channels];
for (int i = 0; i < newdata.Length; i++)
{
newdata[i] = soundata[i];
}
CurAudioSource.clip = AudioClip.Create(CurAudioSource.clip.name, position, CurAudioSource.clip.channels, CurAudioSource.clip.frequency, false);
CurAudioSource.clip.SetData(newdata, 0);
Microphone.End(null);
#endregion
using (FileStream fs = CreateEmpty(Application.persistentDataPath + "/dd.wav"))
{
ConvertAndWrite(fs, CurAudioSource.clip);
WriteHeader(fs, CurAudioSource.clip);
}
}
void WriteHeader(FileStream stream, AudioClip clip)
{
int hz = clip.frequency;
int channels = clip.channels;
int samples = clip.samples;
stream.Seek(0, SeekOrigin.Begin);
Byte[] riff = System.Text.Encoding.UTF8.GetBytes("RIFF");
stream.Write(riff, 0, 4);
Byte[] chunkSize = BitConverter.GetBytes(stream.Length - 8);
stream.Write(chunkSize, 0, 4);
Byte[] wave = System.Text.Encoding.UTF8.GetBytes("WAVE");
stream.Write(wave, 0, 4);
Byte[] fmt = System.Text.Encoding.UTF8.GetBytes("fmt ");
stream.Write(fmt, 0, 4);
Byte[] subChunk1 = BitConverter.GetBytes(16);
stream.Write(subChunk1, 0, 4);
UInt16 two = 2;
UInt16 one = 1;
Byte[] audioFormat = BitConverter.GetBytes(one);
stream.Write(audioFormat, 0, 2);
Byte[] numChannels = BitConverter.GetBytes(channels);
stream.Write(numChannels, 0, 2);
Byte[] sampleRate = BitConverter.GetBytes(hz);
stream.Write(sampleRate, 0, 4);
Byte[] byteRate = BitConverter.GetBytes(hz * channels * 2); // sampleRate * bytesPerSample*number of channels, here 44100*2*2
stream.Write(byteRate, 0, 4);
UInt16 blockAlign = (ushort)(channels * 2);
stream.Write(BitConverter.GetBytes(blockAlign), 0, 2);
UInt16 bps = 16;
Byte[] bitsPerSample = BitConverter.GetBytes(bps);
stream.Write(bitsPerSample, 0, 2);
Byte[] datastring = System.Text.Encoding.UTF8.GetBytes("data");
stream.Write(datastring, 0, 4);
Byte[] subChunk2 = BitConverter.GetBytes(samples * channels * 2);
stream.Write(subChunk2, 0, 4);
}
FileStream CreateEmpty(string filepath)
{
ShowInfoLog("录音文件路径为 : " + filepath);
FileStream fileStream = new FileStream(filepath, FileMode.Create);
byte emptyByte = new byte();
for (int i = 0; i < 44; i++) //preparing the header
{
fileStream.WriteByte(emptyByte);
}
return fileStream;
}
void ConvertAndWrite(FileStream fileStream, AudioClip clip)
{
float[] samples = new float[clip.samples];
clip.GetData(samples, 0);
Int16[] intData = new Int16[samples.Length];
Byte[] bytesData = new Byte[samples.Length * 2];
int rescaleFactor = 32767; //to convert float to Int16
for (int i = 0; i < samples.Length; i++)
{
intData[i] = (short)(samples[i] * rescaleFactor);
Byte[] byteArr = new Byte[2];
byteArr = BitConverter.GetBytes(intData[i]);
byteArr.CopyTo(bytesData, i * 2);
}
fileStream.Write(bytesData, 0, bytesData.Length);
}
/// <summary>
/// 获取音频数据
/// </summary>
/// <returns>The clip data.</returns>
public byte[] GetClipData()
{
if (CurAudioSource.clip == null)
{
ShowInfoLog("缺少音频资源!");
return null;
}
float[] samples = new float[CurAudioSource.clip.samples];
CurAudioSource.clip.GetData(samples, 0);
byte[] outData = new byte[samples.Length * 2];
int reScaleFactor = 32767;
for (int i = 0; i < samples.Length; i++)
{
short tempShort = (short)(samples[i] * reScaleFactor);
byte[] tempData = System.BitConverter.GetBytes(tempShort);
outData[i * 2] = tempData[0];
outData[i * 2 + 1] = tempData[1];
}
if (outData == null || outData.Length <= 0)
{
ShowInfoLog("获取音频数据失败!");
return null;
}
return outData;
}
#endregion
//void OnGUI()
//{
// if (DeviceLength == 0)
// {
// if (ShowGUIButton("获取麦克风设备"))
// {
// GetMicrophoneDevice();
// }
// }
// else if (DeviceLength > 0)
// {
// GUILayout.Label("录音频率:");
// Frequency = GUILayout.TextField(Frequency, GUILayout.Width(Screen.width / 5), GUILayout.Height(Screen.height / 20));
// GUILayout.BeginVertical();
// if (ShowGUIButton("开始录音"))
// {
// StartRecordAudio();
// }
// if (ShowGUIButton("结束录音"))
// {
// StopRecordAudio();
// }
// if (ShowGUIButton("回放录音"))
// {
// PlayRecordAudio();
// }
// if (ShowGUIButton("获取录音数据"))
// {
// PrintRecordData();
// }
// GUILayout.EndVertical();
// }
// GUILayout.Label(infoLog);
//}
#region [Private Way]
/// <summary>
/// 显示GUI 按钮
/// </summary>
/// <returns><c>true</c>, if GUI button was shown, <c>false</c> otherwise.</returns>
/// <param name="buttonName">Button name.</param>
//bool ShowGUIButton(string buttonName)
//{
// return GUILayout.Button(buttonName, GUILayout.Height(Screen.height / 20), GUILayout.Width(Screen.width / 5));
//}
void ShowInfoLog(string info)
{
Debug.Log(info);
}
#endregion
}
这一版是随时录音,有人说话开始录,过一段时间或者无人说话了开始播放录音,类似汤姆猫那种
using System.Collections.Generic;
using UnityEngine;
public class MicroPhoneManagerClass : MonoBehaviour
{
AudioSource audioSource;
/// <summary>
/// 音频正在播放
/// </summary>
public bool audioclipWorking;
/// <summary>
/// 录音是否在播放
/// </summary>
public bool audioIsPlaying;
/// <summary>
/// 是否正在录音
/// </summary>
public bool microphoneWorking;
private List<float> samplesList;
void Start()
{
if (audioSource == null)
{
audioSource = gameObject.AddComponent<AudioSource>();
}
samplesList = new List<float>();
startRecord();
}
private void startRecord()
{
Debug.Log("开始录制-----");
audioSource.clip = Microphone.Start(null, false, 3, 44100);
while (Microphone.GetPosition(null) <= 0) ;
microphoneWorking = true;
}
void Update()
{
audioIsPlaying = audioSource.isPlaying;
Screen.sleepTimeout = SleepTimeout.NeverSleep;
if (microphoneWorking)
{
// 没有正在录音
if (!Microphone.IsRecording(null))
{
microphoneWorking = false;
JudgeRecord();
}
}
if (audioclipWorking)
{
// 如果音频没有在播放就继续录音 重复过程
if (audioSource.isPlaying == false)
{
Debug.Log("清理数组");
samplesList.Clear();
startRecord();
audioclipWorking = false;
}
}
}
/// <summary>
/// 检查录音 是否有人说话
/// </summary>
public void JudgeRecord()
{
float max = 0;
float[] tempSamples; //临时数据存储
tempSamples = new float[audioSource.clip.samples * audioSource.clip.channels];
audioSource.clip.GetData(tempSamples, 0);
foreach (float s in tempSamples)
{
float m = Mathf.Abs(s);
if (max < m)
{
max = m; //刚刚录制音频数据的取最大值
}
if (max > 0.5)
{
samplesList.Add(s);//保存数据
}
}
if (max > 0.5) // 类似于分贝? 声音超过一定值开始录取
{
Debug.Log("有人说话----");
//判断有人说话
startRecord();
//再录下一秒
}
else
{
//无人说话并且存有录音
if (audioSource.clip != null && samplesList != null)
{
Debug.Log("no body say----");
Debug.Log("samplesList.Count-------" + samplesList.Count);
Debug.Log("--------" + tempSamples.Length);
if (samplesList.Count > 10000) // 录音超过一段长度(说话超过几秒)就播放录音
{
Debug.Log("录音播放----");
audioSource.clip = AudioClip.Create("tom", samplesList.Count, 1, 44100, false, false);
audioSource.clip.SetData(samplesList.ToArray(), 0);
audioSource.loop = false;
audioSource.pitch = 1f;
audioSource.Play();
audioclipWorking = true;
}
else
{
startRecord();
}
}
else
{
startRecord();
}
}
}
}