// Copyright (c) 2012 Calvin Rien
// http://the.darktable.com
//
// This software is provided 'as-is', without any express or implied warranty. In
// no event will the authors be held liable for any damages arising from the use
// of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not claim
// that you wrote the original software. If you use this software in a product,
// an acknowledgment in the product documentation would be appreciated but is not
// required.
//
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
// =============================================================================
//
// derived from Gregorio Zanon's script
// http://forum.unity3d.com/threads/119295-Writing-AudioListener.GetOutputData-to-wav-problem?p=806734&viewfull=1#post806734
using System;
using System.IO;
using UnityEngine;
using System.Collections.Generic;
public static class SavWav
{
const int HEADER_SIZE = 44;
public static bool Save(string filename, AudioClip clip)
{
if (!filename.ToLower().EndsWith(".wav"))
{
filename += ".wav";
}
var filepath = Path.Combine(Application.streamingAssetsPath, filename);
Debug.Log(filepath);
// Make sure directory exists if user is saving to sub dir.
Directory.CreateDirectory(Path.GetDirectoryName(filepath));
using (var fileStream = CreateEmpty(filepath))
{
ConvertAndWrite(fileStream, clip);
WriteHeader(fileStream, clip);
}
return true; // TODO: return false if there's a failure saving the file
}
public static AudioClip TrimSilence(AudioClip clip, float min)
{
var samples = new float[clip.samples];
clip.GetData(samples, 0);
return TrimSilence(new List(samples), min, clip.channels, clip.frequency);
}
public static AudioClip TrimSilence(List samples, float min, int channels, int hz)
{
return TrimSilence(samples, min, channels, hz, false, false);
}
public static AudioClip TrimSilence(List samples, float min, int channels, int hz, bool _3D, bool stream)
{
int i;
for (i = 0; i < samples.Count; i++)
{
if (Mathf.Abs(samples[i]) > min)
{
break;
}
}
samples.RemoveRange(0, i);
for (i = samples.Count - 1; i > 0; i--)
{
if (Mathf.Abs(samples[i]) > min)
{
break;
}
}
samples.RemoveRange(i, samples.Count - i);
var clip = AudioClip.Create("TempClip", samples.Count, channels, hz, _3D, stream);
clip.SetData(samples.ToArray(), 0);
return clip;
}
static FileStream CreateEmpty(string filepath)
{
var fileStream = new FileStream(filepath, FileMode.Create);
byte emptyByte = new byte();
for (int i = 0; i < HEADER_SIZE; i++) //preparing the header
{
fileStream.WriteByte(emptyByte);
}
return fileStream;
}
static void ConvertAndWrite(FileStream fileStream, AudioClip clip)
{
var samples = new float[clip.samples];
clip.GetData(samples, 0);
Int16[] intData = new Int16[samples.Length];
//converting in 2 float[] steps to Int16[], //then Int16[] to Byte[]
Byte[] bytesData = new Byte[samples.Length * 2];
//bytesData array is twice the size of
//dataSource array because a float converted in Int16 is 2 bytes.
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);
}
static void WriteHeader(FileStream fileStream, AudioClip clip)
{
var hz = clip.frequency;
var channels = clip.channels;
var samples = clip.samples;
fileStream.Seek(0, SeekOrigin.Begin);
Byte[] riff = System.Text.Encoding.UTF8.GetBytes("RIFF");
fileStream.Write(riff, 0, 4);
Byte[] chunkSize = BitConverter.GetBytes(fileStream.Length - 8);
fileStream.Write(chunkSize, 0, 4);
Byte[] wave = System.Text.Encoding.UTF8.GetBytes("WAVE");
fileStream.Write(wave, 0, 4);
Byte[] fmt = System.Text.Encoding.UTF8.GetBytes("fmt ");
fileStream.Write(fmt, 0, 4);
Byte[] subChunk1 = BitConverter.GetBytes(16);
fileStream.Write(subChunk1, 0, 4);
UInt16 two = 2;
UInt16 one = 1;
Byte[] audioFormat = BitConverter.GetBytes(one);
fileStream.Write(audioFormat, 0, 2);
Byte[] numChannels = BitConverter.GetBytes(channels);
fileStream.Write(numChannels, 0, 2);
Byte[] sampleRate = BitConverter.GetBytes(hz);
fileStream.Write(sampleRate, 0, 4);
Byte[] byteRate = BitConverter.GetBytes(hz * channels * 2); // sampleRate * bytesPerSample*number of channels, here 44100*2*2
fileStream.Write(byteRate, 0, 4);
UInt16 blockAlign = (ushort)(channels * 2);
fileStream.Write(BitConverter.GetBytes(blockAlign), 0, 2);
UInt16 bps = 16;
Byte[] bitsPerSample = BitConverter.GetBytes(bps);
fileStream.Write(bitsPerSample, 0, 2);
Byte[] datastring = System.Text.Encoding.UTF8.GetBytes("data");
fileStream.Write(datastring, 0, 4);
Byte[] subChunk2 = BitConverter.GetBytes(samples * channels * 2);
fileStream.Write(subChunk2, 0, 4);
// fileStream.Close();
}
}
public class MicrophoneTest : MonoBehaviour
{
public AudioSource aud;
void Start()
{
aud = GetComponent();
}
public void StartBTClicked()
{
Debug.Log("start");
aud.clip = Microphone.Start("Built-in Microphone", true, 10, 16);
}
public void EndBTClicked()
{
Debug.Log("stop");
Microphone.End("Built-in Microphone");
}
public void PlayBTClicked()
{
Debug.Log("play");
aud.Play();
float[] data = new float[aud.clip.samples * aud.clip.channels];
aud.clip.GetData(data, 0);
Debug.Log(data[0].ToString());
}
void OnGUI()
{
if (GUI.Button(new Rect(0, 0, 100, 30), "录音"))
{
StartBTClicked();
}
if (GUI.Button(new Rect(0, 30, 100, 30), "停止"))
{
EndBTClicked();
}
if (GUI.Button(new Rect(0, 60, 100, 30), "播放"))
{
PlayBTClicked();
SavWav.Save("a", aud.clip);
}
}
IEnumerator LoadAudio()
{
WWW www = new WWW(Application.streamingAssetsPath + "/a.wav");
yield return www;
AudioClip clip = www.audioClip;
}
}
原文地址点击这里
测试发现在WIN里没有问题,在MAC里不行,保存的录音文件大小固定,文件无效……