Unity 保存音频文件

  #region 文件保存


    /// <summary>
    /// 录音文件保存
    /// </summary>
    const int HEADER_SIZE = 44;
    void Save(string fileName, AudioClip clip)
    {
        if (!fileName.ToLower().EndsWith(".wav"))
        {
            fileName += ".wav";
        }
        string filePath = Path.Combine(Application.persistentDataPath, fileName);
        if (Directory.Exists(filePath))
        {
            Directory.Delete(filePath, true);
        }
        Directory.CreateDirectory(Path.GetDirectoryName(filePath));
        Debug.Log(filePath);
        //创建头
        FileStream fs = CreateEmpty(filePath);
        //写语音数据
        ConvertAndWrite(fs, clip);
        //重写真正的文件头
        WriteHeader(fs, clip);
        fs.Flush();
        fs.Close();
    }
    /// <summary>
    /// 创建头
    /// </summary>
    /// <param name="filePath"></param>
    /// <returns></returns>
    FileStream CreateEmpty(string filePath)
    {
        var fileStream = new FileStream(filePath, FileMode.Create);
        byte emptyByte = new byte();
        for (int i = 0; i < HEADER_SIZE; i++)
        {
            fileStream.WriteByte(emptyByte);
        }
        return fileStream;
    }
    /// <summary>
    /// 写音频数据
    /// </summary>
    /// <param name="fileSteam"></param>
    /// <param name="clip"></param>
    void ConvertAndWrite(FileStream fileSteam, AudioClip clip)
    {
        var 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;
        for (int i = 0; i < samples.Length; i++)
        {
            intData[i] = (short)(samples[i] * rescaleFactor);
            Byte[] byteArray = new byte[2];
            byteArray = BitConverter.GetBytes(intData[i]);
            byteArray.CopyTo(bytesData, i * 2);

        }
        fileSteam.Write(bytesData, 0, bytesData.Length);

    }
    /// <summary>
    /// 重写真正的文件头
    /// </summary>
    /// <param name="fileStream"></param>
    /// <param name="clip"></param>
    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);

        Byte[] audioFormat = BitConverter.GetBytes(1);
        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[] byRate = BitConverter.GetBytes(hz * channels * 2);
        fileStream.Write(byRate, 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);
    }

    #endregion

使用

     Save("soundRec.wav", audioClip);
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