我们不生产代码,我们只是代码的搬运工。
以此博文记录下MicroPhone的使用,方便下次搬砖。
本博文参考:
https://blog.csdn.net/dyc333236081818/article/details/73200608
http://www.mamicode.com/info-detail-1821115.html
一、MicroPhone的使用及用户自定义录音时长
用户自定义录音时长的思路就是定义了一个 float recordTimer 来记录录音时长,录音最大时间 RECORD_TIME 尽量大,当录音结束后再用 AudioClip.Create 方法生成一个新的AudioClip。
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Video; public class MicrophoneManager : MonoBehaviour { private static MicrophoneManager m_instance; private static string[] micArray = null; //录音设备列表 private AudioClip audioClip; const int RECORD_TIME = 1200; const int RECORD_RATE = 44100; //录音采样率 public bool isRecording = false; private float recordTimer = 0.0f; public static MicrophoneManager GetInstance() { if (m_instance == null) { micArray = Microphone.devices; if (micArray.Length == 0) { Debug.LogError("no mic device"); } foreach (string deviceStr in Microphone.devices) { Debug.Log("device name = " + deviceStr); } GameObject micManager = new GameObject("MicManager"); m_instance = micManager.AddComponent<MicrophoneManager>(); } return m_instance; } private void Update() { if (isRecording) { recordTimer += Time.deltaTime; } } /// <summary> /// 开始录音 /// </summary> public void StartRecord() { if (micArray.Length == 0) { Debug.Log("No Record Device!"); return; } Microphone.End(null);//录音时先停掉录音,录音参数为null时采用默认的录音驱动 recordTimer = 0; audioClip = Microphone.Start(null, false, RECORD_TIME, RECORD_RATE); isRecording = true; while (!(Microphone.GetPosition(null) > 0)) { } Debug.Log("StartRecord"); } /// <summary> /// 停止录音 /// </summary> public void StopRecord() { if (micArray.Length == 0) { Debug.Log("No Record Device!"); return; } if (!Microphone.IsRecording(null)) { return; } Debug.Log("StopRecord"); isRecording = false; int position = Microphone.GetPosition(null); var soundData = new float[audioClip.samples * audioClip.channels]; audioClip.GetData(soundData, 0); var newData = new float[position * audioClip.channels]; for (int i = 0; i < newData.Length; i++) { newData[i] = soundData[i]; } audioClip = AudioClip.Create(audioClip.name, position, audioClip.channels, audioClip.frequency, false); audioClip.SetData(newData, 0); Microphone.End(null); } /// <summary> ///播放录音 /// </summary> public void PlayRecord() { PlayRecord(audioClip); } public void PlayRecord(AudioClip clip) { PlayRecord(clip, Vector3.zero); } public void PlayRecord(AudioClip clip, Vector3 pos) { if (clip == null) { Debug.Log("audioClip is null"); return; } AudioSource.PlayClipAtPoint(clip, pos); Debug.Log("PlayRecord"); } /// <summary> ///存储录音 /// </summary> public string Save() { string recordedAudioPath; byte[] data = WavUtility.FromAudioClip(audioClip, out recordedAudioPath, true); string filePath = recordedAudioPath; return filePath; } /// <summary> ///读取录音 /// </summary> public AudioClip Read(string path) { return WavUtility.ToAudioClip(path); } }
二、录音文件的本地保存
使用 WavUtility.cs 实现对AudioClip的管理
出处来源以及使用方法:https://github.com/deadlyfingers/UnityWav
using UnityEngine; using System.Text; using System.IO; using System; /// <summary> /// WAV utility for recording and audio playback functions in Unity. /// Version: 1.0 alpha 1 /// /// - Use "ToAudioClip" method for loading wav file / bytes. /// Loads .wav (PCM uncompressed) files at 8,16,24 and 32 bits and converts data to Unity's AudioClip. /// /// - Use "FromAudioClip" method for saving wav file / bytes. /// Converts an AudioClip's float data into wav byte array at 16 bit. /// </summary> /// <remarks> /// For documentation and usage examples: https://github.com/deadlyfingers/UnityWav /// </remarks> public class WavUtility { // Force save as 16-bit .wav const int BlockSize_16Bit = 2; /// <summary> /// Load PCM format *.wav audio file (using Unity's Application data path) and convert to AudioClip. /// </summary> /// <returns>The AudioClip.</returns> /// <param name="filePath">Local file path to .wav file</param> public static AudioClip ToAudioClip(string filePath) { if (!filePath.StartsWith(Application.persistentDataPath) && !filePath.StartsWith(Application.dataPath)) { Debug.LogWarning("This only supports files that are stored using Unity's Application data path. To load bundled resources use 'Resources.Load("filename") typeof(AudioClip)' method. https://docs.unity3d.com/ScriptReference/Resources.Load.html"); return null; } byte[] fileBytes = File.ReadAllBytes(filePath); return ToAudioClip(fileBytes, 0); } public static AudioClip ToAudioClip(byte[] fileBytes, int offsetSamples = 0, string name = "wav") { //string riff = Encoding.ASCII.GetString (fileBytes, 0, 4); //string wave = Encoding.ASCII.GetString (fileBytes, 8, 4); int subchunk1 = BitConverter.ToInt32(fileBytes, 16); UInt16 audioFormat = BitConverter.ToUInt16(fileBytes, 20); // NB: Only uncompressed PCM wav files are supported. string formatCode = FormatCode(audioFormat); Debug.AssertFormat(audioFormat == 1 || audioFormat == 65534, "Detected format code '{0}' {1}, but only PCM and WaveFormatExtensable uncompressed formats are currently supported.", audioFormat, formatCode); UInt16 channels = BitConverter.ToUInt16(fileBytes, 22); int sampleRate = BitConverter.ToInt32(fileBytes, 24); //int byteRate = BitConverter.ToInt32 (fileBytes, 28); //UInt16 blockAlign = BitConverter.ToUInt16 (fileBytes, 32); UInt16 bitDepth = BitConverter.ToUInt16(fileBytes, 34); int headerOffset = 16 + 4 + subchunk1 + 4; int subchunk2 = BitConverter.ToInt32(fileBytes, headerOffset); //Debug.LogFormat ("riff={0} wave={1} subchunk1={2} format={3} channels={4} sampleRate={5} byteRate={6} blockAlign={7} bitDepth={8} headerOffset={9} subchunk2={10} filesize={11}", riff, wave, subchunk1, formatCode, channels, sampleRate, byteRate, blockAlign, bitDepth, headerOffset, subchunk2, fileBytes.Length); float[] data; switch (bitDepth) { case 8: data = Convert8BitByteArrayToAudioClipData(fileBytes, headerOffset, subchunk2); break; case 16: data = Convert16BitByteArrayToAudioClipData(fileBytes, headerOffset, subchunk2); break; case 24: data = Convert24BitByteArrayToAudioClipData(fileBytes, headerOffset, subchunk2); break; case 32: data = Convert32BitByteArrayToAudioClipData(fileBytes, headerOffset, subchunk2); break; default: throw new Exception(bitDepth + " bit depth is not supported."); } AudioClip audioClip = AudioClip.Create(name, data.Length, (int)channels, sampleRate, false); audioClip.SetData(data, 0); return audioClip; } #region wav file bytes to Unity AudioClip conversion methods private static float[] Convert8BitByteArrayToAudioClipData(byte[] source, int headerOffset, int dataSize) { int wavSize = BitConverter.ToInt32(source, headerOffset); headerOffset += sizeof(int); Debug.AssertFormat(wavSize > 0 && wavSize == dataSize, "Failed to get valid 8-bit wav size: {0} from data bytes: {1} at offset: {2}", wavSize, dataSize, headerOffset); float[] data = new float[wavSize]; sbyte maxValue = sbyte.MaxValue; int i = 0; while (i < wavSize) { data[i] = (float)source[i] / maxValue; ++i; } return data; } private static float[] Convert16BitByteArrayToAudioClipData(byte[] source, int headerOffset, int dataSize) { int wavSize = BitConverter.ToInt32(source, headerOffset); headerOffset += sizeof(int); Debug.AssertFormat(wavSize > 0 && wavSize == dataSize, "Failed to get valid 16-bit wav size: {0} from data bytes: {1} at offset: {2}", wavSize, dataSize, headerOffset); int x = sizeof(Int16); // block size = 2 int convertedSize = wavSize / x; float[] data = new float[convertedSize]; Int16 maxValue = Int16.MaxValue; int offset = 0; int i = 0; while (i < convertedSize) { offset = i * x + headerOffset; data[i] = (float)BitConverter.ToInt16(source, offset) / maxValue; ++i; } Debug.AssertFormat(data.Length == convertedSize, "AudioClip .wav data is wrong size: {0} == {1}", data.Length, convertedSize); return data; } private static float[] Convert24BitByteArrayToAudioClipData(byte[] source, int headerOffset, int dataSize) { int wavSize = BitConverter.ToInt32(source, headerOffset); headerOffset += sizeof(int); Debug.AssertFormat(wavSize > 0 && wavSize == dataSize, "Failed to get valid 24-bit wav size: {0} from data bytes: {1} at offset: {2}", wavSize, dataSize, headerOffset); int x = 3; // block size = 3 int convertedSize = wavSize / x; int maxValue = Int32.MaxValue; float[] data = new float[convertedSize]; byte[] block = new byte[sizeof(int)]; // using a 4 byte block for copying 3 bytes, then copy bytes with 1 offset int offset = 0; int i = 0; while (i < convertedSize) { offset = i * x + headerOffset; Buffer.BlockCopy(source, offset, block, 1, x); data[i] = (float)BitConverter.ToInt32(block, 0) / maxValue; ++i; } Debug.AssertFormat(data.Length == convertedSize, "AudioClip .wav data is wrong size: {0} == {1}", data.Length, convertedSize); return data; } private static float[] Convert32BitByteArrayToAudioClipData(byte[] source, int headerOffset, int dataSize) { int wavSize = BitConverter.ToInt32(source, headerOffset); headerOffset += sizeof(int); Debug.AssertFormat(wavSize > 0 && wavSize == dataSize, "Failed to get valid 32-bit wav size: {0} from data bytes: {1} at offset: {2}", wavSize, dataSize, headerOffset); int x = sizeof(float); // block size = 4 int convertedSize = wavSize / x; Int32 maxValue = Int32.MaxValue; float[] data = new float[convertedSize]; int offset = 0; int i = 0; while (i < convertedSize) { offset = i * x + headerOffset; data[i] = (float)BitConverter.ToInt32(source, offset) / maxValue; ++i; } Debug.AssertFormat(data.Length == convertedSize, "AudioClip .wav data is wrong size: {0} == {1}", data.Length, convertedSize); return data; } #endregion public static byte[] FromAudioClip(AudioClip audioClip) { string file; return FromAudioClip(audioClip, out file, false); } public static byte[] FromAudioClip(AudioClip audioClip, out string filepath, bool saveAsFile = true, string dirname = "recordings") { MemoryStream stream = new MemoryStream(); const int headerSize = 44; // get bit depth UInt16 bitDepth = 16; //BitDepth (audioClip); // NB: Only supports 16 bit //Debug.AssertFormat (bitDepth == 16, "Only converting 16 bit is currently supported. The audio clip data is {0} bit.", bitDepth); // total file size = 44 bytes for header format and audioClip.samples * factor due to float to Int16 / sbyte conversion int fileSize = audioClip.samples * BlockSize_16Bit + headerSize; // BlockSize (bitDepth) // chunk descriptor (riff) WriteFileHeader(ref stream, fileSize); // file header (fmt) WriteFileFormat(ref stream, audioClip.channels, audioClip.frequency, bitDepth); // data chunks (data) WriteFileData(ref stream, audioClip, bitDepth); byte[] bytes = stream.ToArray(); // Validate total bytes Debug.AssertFormat(bytes.Length == fileSize, "Unexpected AudioClip to wav format byte count: {0} == {1}", bytes.Length, fileSize); // Save file to persistant storage location if (saveAsFile) { filepath = string.Format("{0}/{1}/{2}.{3}", Application.persistentDataPath, dirname, DateTime.UtcNow.ToString("yyMMdd-HHmmss-fff"), "wav"); Directory.CreateDirectory(Path.GetDirectoryName(filepath)); File.WriteAllBytes(filepath, bytes); //Debug.Log ("Auto-saved .wav file: " + filepath); } else { filepath = null; } stream.Dispose(); return bytes; } #region write .wav file functions private static int WriteFileHeader(ref MemoryStream stream, int fileSize) { int count = 0; int total = 12; // riff chunk id byte[] riff = Encoding.ASCII.GetBytes("RIFF"); count += WriteBytesToMemoryStream(ref stream, riff, "ID"); // riff chunk size int chunkSize = fileSize - 8; // total size - 8 for the other two fields in the header count += WriteBytesToMemoryStream(ref stream, BitConverter.GetBytes(chunkSize), "CHUNK_SIZE"); byte[] wave = Encoding.ASCII.GetBytes("WAVE"); count += WriteBytesToMemoryStream(ref stream, wave, "FORMAT"); // Validate header Debug.AssertFormat(count == total, "Unexpected wav descriptor byte count: {0} == {1}", count, total); return count; } private static int WriteFileFormat(ref MemoryStream stream, int channels, int sampleRate, UInt16 bitDepth) { int count = 0; int total = 24; byte[] id = Encoding.ASCII.GetBytes("fmt "); count += WriteBytesToMemoryStream(ref stream, id, "FMT_ID"); int subchunk1Size = 16; // 24 - 8 count += WriteBytesToMemoryStream(ref stream, BitConverter.GetBytes(subchunk1Size), "SUBCHUNK_SIZE"); UInt16 audioFormat = 1; count += WriteBytesToMemoryStream(ref stream, BitConverter.GetBytes(audioFormat), "AUDIO_FORMAT"); UInt16 numChannels = Convert.ToUInt16(channels); count += WriteBytesToMemoryStream(ref stream, BitConverter.GetBytes(numChannels), "CHANNELS"); count += WriteBytesToMemoryStream(ref stream, BitConverter.GetBytes(sampleRate), "SAMPLE_RATE"); int byteRate = sampleRate * channels * BytesPerSample(bitDepth); count += WriteBytesToMemoryStream(ref stream, BitConverter.GetBytes(byteRate), "BYTE_RATE"); UInt16 blockAlign = Convert.ToUInt16(channels * BytesPerSample(bitDepth)); count += WriteBytesToMemoryStream(ref stream, BitConverter.GetBytes(blockAlign), "BLOCK_ALIGN"); count += WriteBytesToMemoryStream(ref stream, BitConverter.GetBytes(bitDepth), "BITS_PER_SAMPLE"); // Validate format Debug.AssertFormat(count == total, "Unexpected wav fmt byte count: {0} == {1}", count, total); return count; } private static int WriteFileData(ref MemoryStream stream, AudioClip audioClip, UInt16 bitDepth) { int count = 0; int total = 8; // Copy float[] data from AudioClip float[] data = new float[audioClip.samples * audioClip.channels]; audioClip.GetData(data, 0); byte[] bytes = ConvertAudioClipDataToInt16ByteArray(data); byte[] id = Encoding.ASCII.GetBytes("data"); count += WriteBytesToMemoryStream(ref stream, id, "DATA_ID"); int subchunk2Size = Convert.ToInt32(audioClip.samples * BlockSize_16Bit); // BlockSize (bitDepth) count += WriteBytesToMemoryStream(ref stream, BitConverter.GetBytes(subchunk2Size), "SAMPLES"); // Validate header Debug.AssertFormat(count == total, "Unexpected wav data id byte count: {0} == {1}", count, total); // Write bytes to stream count += WriteBytesToMemoryStream(ref stream, bytes, "DATA"); // Validate audio data Debug.AssertFormat(bytes.Length == subchunk2Size, "Unexpected AudioClip to wav subchunk2 size: {0} == {1}", bytes.Length, subchunk2Size); return count; } private static byte[] ConvertAudioClipDataToInt16ByteArray(float[] data) { MemoryStream dataStream = new MemoryStream(); int x = sizeof(Int16); Int16 maxValue = Int16.MaxValue; int i = 0; while (i < data.Length) { dataStream.Write(BitConverter.GetBytes(Convert.ToInt16(data[i] * maxValue)), 0, x); ++i; } byte[] bytes = dataStream.ToArray(); // Validate converted bytes Debug.AssertFormat(data.Length * x == bytes.Length, "Unexpected float[] to Int16 to byte[] size: {0} == {1}", data.Length * x, bytes.Length); dataStream.Dispose(); return bytes; } private static int WriteBytesToMemoryStream(ref MemoryStream stream, byte[] bytes, string tag = "") { int count = bytes.Length; stream.Write(bytes, 0, count); //Debug.LogFormat ("WAV:{0} wrote {1} bytes.", tag, count); return count; } #endregion /// <summary> /// Calculates the bit depth of an AudioClip /// </summary> /// <returns>The bit depth. Should be 8 or 16 or 32 bit.</returns> /// <param name="audioClip">Audio clip.</param> public static UInt16 BitDepth(AudioClip audioClip) { UInt16 bitDepth = Convert.ToUInt16(audioClip.samples * audioClip.channels * audioClip.length / audioClip.frequency); Debug.AssertFormat(bitDepth == 8 || bitDepth == 16 || bitDepth == 32, "Unexpected AudioClip bit depth: {0}. Expected 8 or 16 or 32 bit.", bitDepth); return bitDepth; } private static int BytesPerSample(UInt16 bitDepth) { return bitDepth / 8; } private static int BlockSize(UInt16 bitDepth) { switch (bitDepth) { case 32: return sizeof(Int32); // 32-bit -> 4 bytes (Int32) case 16: return sizeof(Int16); // 16-bit -> 2 bytes (Int16) case 8: return sizeof(sbyte); // 8-bit -> 1 byte (sbyte) default: throw new Exception(bitDepth + " bit depth is not supported."); } } private static string FormatCode(UInt16 code) { switch (code) { case 1: return "PCM"; case 2: return "ADPCM"; case 3: return "IEEE"; case 7: return "μ-law"; case 65534: return "WaveFormatExtensable"; default: Debug.LogWarning("Unknown wav code format:" + code); return ""; } } }
三、方法的调用
//开始录音 MicrophoneManager.GetInstance().StartRecord(); //结束录音 MicrophoneManager.GetInstance().StopRecord(); //播放录音 MicrophoneManager.GetInstance().PlayRecord(); //保存录音 string filePath = ""; filePath = MicrophoneManager.GetInstance().Save(); //播放保存的录音 AudioClip audioClip = MicrophoneManager.GetInstance().Read(filePath); MicrophoneManager.GetInstance().PlayRecord(audioClip);
录音保存路径的修改:在 WavUtility.cs 中下面的代码处修改
filepath = string.Format("{0}/{1}/{2}.{3}", Application.persistentDataPath, dirname, DateTime.UtcNow.ToString("yyMMdd-HHmmss-fff"), "wav");