UE4 从文件导入音频文件

该博客介绍了如何在Unreal Engine 4 (UE4)中使用C++从文件加载音频数据。通过FFileHelper读取文件,然后利用FWaveModInfo解析波形信息,创建并配置USoundWave对象,最后将数据锁定到SoundWave对象中,完成音频导入过程。
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UE4 C++导入音频文件

.h

UFUNCTION(BlueprintCallable, Category = "NormalFunctionLibrary|InputSound")
	static class USoundWave* GetSoundWaveFromFile(const FString& filePath);

.cpp

#include "Sound/SoundWave.h"

USoundWave* GetSoundWaveFromFile(const FString& filePath)
{
	TArray<uint8> RawWaveData;
	if (!FFileHelper::LoadFileToArray(RawWaveData, *filePath))
	{
		return nullptr;
	}
	
	FWaveModInfo WaveInfo;
	if (!WaveInfo.ReadWaveInfo(RawWaveData.GetData(), RawWaveData.Num()))
	{
		return nullptr;
	}
	
	USoundWave* Sound = NewObject<USoundWave>();

	int32 ChannelCount = (int32)*WaveInfo.pChannels;
	check(ChannelCount > 0);

	int32 SizeOfSample = (*WaveInfo.pBitsPerSample) / 8;

	int32 NumSamples = WaveInfo.SampleDataSize / SizeOfSample;
	int32 NumFrames = NumSamples / ChannelCount;

	Sound->RawData.Lock(LOCK_READ_WRITE);
	void* LockedData = Sound->RawData.Realloc(RawWaveData.Num());
	FMemory::Memcpy(LockedData, RawWaveData.GetData(), RawWaveData.Num());
	Sound->RawData.Unlock();

	Sound->Duration = (float)NumFrames / *WaveInfo.pSamplesPerSec;
	Sound->SetSampleRate(*WaveInfo.pSamplesPerSec);
	Sound->NumChannels = ChannelCount;
	Sound->TotalSamples = *WaveInfo.pSamplesPerSec * Sound->Duration;

	return Sound;
}

 

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