Unity录音并且保存文件(去掉录音无效片段)

将以下代码复制,挂在场景中(也可以将此脚本写成不继承mono的单例)

开始录音方法StartRecord。

停止录音方法StopRecord,参数为要保存的文件名,这里将文件保存到Application.persistentDataPath路径下

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.IO;

/// 
/// unity录音的clip直接转byte系统无法正确生成音频文件,而且时间是定死的
/// 所以基本逻辑是:停止录音时,通过一定方法把有效byte转成可以生成的音频文件,再用www加载,传服务器
/// 
public class MicphoneRecord : MonoBehaviour
{
    AudioSource _audio;
    AudioSource audio
    {
        get
        {
            if (_audio == null)
            {
                _audio = gameObject.AddComponent();
            }
            return _audio;
        }
    }

    void Start()
    {
        string[] ms = Microphone.devices;
        deviceCount = ms.Length;
        if (deviceCount == 0)
        {
            Debug.Log("no microphone found");
        }
    }

    const int HEADER_SIZE = 44;
    const int RECORD_TIME = 30;
    int deviceCount;
    string bitrate = "128";
    const int frequency = 44100;
    private string path_1;

    public void StartRecord()
    {
        audio.Stop();
        audio.loop = false;
        audio.mute = true;
        audio.clip = Microphone.Start(null, false, RECORD_TIME, frequency);
        while (!(Microphone.GetPosition(null) > 0))
        {

        }
        audio.Play();
    }
    public void StopRecord(string path)
    {
        if (!Microphone.IsRecording(null))
        {
            return;
        }
        Microphone.End(null);
        audio.Stop();

        //string path = "64_3_1.wav";
        audio.clip = GetTransformAudioClip(audio.clip, 0);
        SaveMusic(path);

        HttpHelper.Instance.UpLoadRecordClip(path);
    }

    public void PlayRecord()
    {
        if (Microphone.IsRecording(null))
        {
            return;
        }
        if (audio.clip == null)
        {
            return;
        }
        audio.mute = false;
        audio.loop = false;
        audio.Play();
    }

    public void SaveMusic(string filename)
    {
        Save(filename, audio.clip);
    }

    public static bool Save(string filename, AudioClip clip)
    {

        //if (!filename.ToLower().EndsWith(".wav"))
        //{
        //    filename = ".wav";
        //}

        if (!filename.EndsWith(".wav"))
        {
            filename = ".wav";
        }

#if UNITY_IPHONE
//      path_1 = Application.persistentDataPath;  
        string filepath = Path.Combine(Application.persistentDataPath, filename);  
#endif

#if UNITY_STANDALONE_WIN
        string filepath =  filename;  
#endif
#if UNITY_ANDROID

        string filepath = Path.Combine(Application.persistentDataPath, filename);
#endif

        //      string filepath = Path.Combine(Application.persistentDataPath, filename);  
        Debug.Log(filepath);

        // Make sure directory exists if user is saving to sub dir.  
        Directory.CreateDirectory(Path.GetDirectoryName(filepath));

        using (FileStream fileStream = CreateEmpty(filepath))
        {

            ConvertAndWrite(fileStream, clip);

            WriteHeader(fileStream, clip);
        }

        return true; // TODO: return false if there's a failure saving the file  
    }

    static FileStream CreateEmpty(string filepath)
    {
        FileStream 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)
    {

        float[] 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)
    {

        int hz = clip.frequency;
        int channels = clip.channels;
        int 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();  
    }

    private AudioClip GetTransformAudioClip(AudioClip srcAudioClip, float minSecond)
    {
        var samples = new float[srcAudioClip.samples];
        srcAudioClip.GetData(samples, 0);


        return GetTransformAudioClip(new List(samples), minSecond, srcAudioClip.channels, srcAudioClip.frequency);
    }

    private AudioClip GetTransformAudioClip(List samples, float min, int channels, int hz)
    {
        return GetTransformAudioClip(samples, min, channels, hz, false, false);
    }

    private AudioClip GetTransformAudioClip(List samples, float min, int channels, int hz, bool _3D, bool stream)
    {
        int i;
        bool isLessMin = true;
        for (i = 0; i < samples.Count; i++)
        {
            if (Mathf.Abs(samples[i]) > min)
            {
                isLessMin = false;
                break;
            }
        }
        // less than the min seconds, so can't get the audio clip
        if (isLessMin)
            return null;
        if (samples.Count > i)
        {
            samples.RemoveRange(0, i);
        }

        if (samples.Count > i)
        {
            samples.RemoveRange(0, i);
        }
        for (i = samples.Count - 1; i > 0; i--)
        {
            if (Mathf.Abs(samples[i]) > min)
            {
                break;
            }
        }

        if (samples.Count > (samples.Count - i))
        {
            samples.RemoveRange(i, samples.Count - i);
        }

        var clip = AudioClip.Create("TempClip", samples.Count, channels, hz, _3D, stream);
        clip.SetData(samples.ToArray(), 0);


        return clip;
    }
}

 

你可能感兴趣的:(unity3d,unity)