unity如何实现录音并保存本地
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我们可以使用unity自带的MicroPhone类来录音,回放录音,保存录音
具体代码如下:
using System; using System.Collections; using System.Collections.Generic; using System.IO; using UnityEngine; public class MicroPhoneManager : MonoBehaviour { public int DeviceLength; ////// 录音频率 /// public string Frequency = "44100"; public int Samplerate = 44100; ////// 录音时长 /// public int MicSecond = 2; string infoLog = ""; AudioSource _curAudioSource; AudioSource CurAudioSource { get { if (_curAudioSource == null) { _curAudioSource = gameObject.AddComponent(); } return _curAudioSource; } } #region [public Way] /// /// 获取麦克风设备 /// public void GetMicrophoneDevice() { string[] mDevice = Microphone.devices; DeviceLength = mDevice.Length; if (DeviceLength == 0) ShowInfoLog("找不到麦克风设备!"); } ////// 开始录音 /// public void StartRecordAudio() { CurAudioSource.Stop(); CurAudioSource.loop = false; CurAudioSource.mute = true; CurAudioSource.clip = Microphone.Start(null, true, MicSecond, int.Parse(Frequency)); while (!(Microphone.GetPosition(null) > 0)) { } CurAudioSource.Play(); ShowInfoLog("开始录音....."); } ////// 停止录音 /// public void StopRecordAudio() { ShowInfoLog("结束录音....."); if (!Microphone.IsRecording(null)) return; Microphone.End(null); CurAudioSource.Stop(); } ///s /// 回放录音 /// 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....."); } ////// 打印录音信息 /// public void PrintRecordData() { if (Microphone.IsRecording(null)) return; byte[] data = GetClipData(); #region 用户自由固定录音时长 int position = Microphone.GetPosition(null); 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); } string infoLog = "total length:" + data.Length + " time:" + CurAudioSource.time; ShowInfoLog(infoLog); } private 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); } private FileStream CreateEmpty(string 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; } private 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); } ////// 获取音频数据 /// ///The clip data. 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] ////// 显示GUI 按钮 /// ////// Button name. bool ShowGUIButton(string buttonName) { return GUILayout.Button(buttonName, GUILayout.Height(Screen.height / 20), GUILayout.Width(Screen.width / 5)); } void ShowInfoLog(string info) { infoLog += info; infoLog += "\r\n"; } #endregion } true , if GUI button was shown,false otherwise.
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文章名称:unity如何实现录音并保存本地
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