Unity3D导入音频自动设置格式(包含手动设置)

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using System.Text.RegularExpressions;
using System.IO;

public class AudioProcessor : AssetPostprocessor
{

    [MenuItem("AssetsTools/将选择文件夹的音频设置成规定格式", false, 22)]
    static void SetSelectAudios()
    {
        Object[] selects = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
        for (int i = 0; i < selects.Length; ++i)
        {
            Object selected = selects[i];
            string path = AssetDatabase.GetAssetPath(selected);
            AssetImporter asset = AssetImporter.GetAtPath(path);
            AudioImporter audio = asset as AudioImporter;
            if (audio != null)
            {
                SetAudioFormat(audio);
                audio.SaveAndReimport();
            }
        }
        AssetDatabase.Refresh();
    }

    public static void SetAudioFormat(AudioImporter audio)
    {
        AudioImporterSampleSettings AudioSetting = new AudioImporterSampleSettings();
        //加载方式选择
        AudioSetting.loadType = AudioClipLoadType.DecompressOnLoad;
        //压缩方式选择
        AudioSetting.compressionFormat = AudioCompressionFormat.ADPCM;
        //设置播放质量
        AudioSetting.quality = 0.8f;
        //优化采样率
        AudioSetting.sampleRateSetting = AudioSampleRateSetting.OptimizeSampleRate;

        //开启单声道 
        audio.forceToMono = true;
        audio.preloadAudioData = false;
        audio.defaultSampleSettings = AudioSetting;
        audio.SetOverrideSampleSettings("Standalone", AudioSetting);
        audio.SetOverrideSampleSettings("iPhone", AudioSetting);
        audio.SetOverrideSampleSettings("Android", AudioSetting);
    }

    /// <summary>
    /// 音频导前预处理
    /// </summary>
    public void OnPreprocessAudio()
    {
        AudioImporter audio = assetImporter as AudioImporter;
        SetAudioFormat(audio);
    }

    /// <summary>
    /// 音频导后处理
    /// </summary>
    /// <param name="clip"></param>
    public void OnPostprocessAudio(AudioClip clip)
    {
        float audioTime = clip.length;
        if (audioTime > 5)
        {
            AudioImporter audio = (AudioImporter)assetImporter;
            AudioImporterSampleSettings AudioSetting = audio.GetOverrideSampleSettings("iPhone");
            if (audioTime < 30)
            {
                AudioSetting.loadType = AudioClipLoadType.CompressedInMemory;
            }
            else
            {
                AudioSetting.loadType = AudioClipLoadType.Streaming;
            }
            AudioSetting.compressionFormat = AudioCompressionFormat.Vorbis;
            audio.defaultSampleSettings = AudioSetting;
            audio.SetOverrideSampleSettings("Standalone", AudioSetting);
            audio.SetOverrideSampleSettings("iPhone", AudioSetting);
            audio.SetOverrideSampleSettings("Android", AudioSetting);
        }
    }
}

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