Unity3D 录音功能 音频保存

在知道untiy支持麦克风得时候,我就开始查找这方面的资料了。有的拿我肯定是不会自己去学得。也不是说我懒。多媒体文件得解析处理就不是我喜欢得,也不是我想走得方向。而且我觉得这方面肯定有人有和我一样得需求。我也想过买插件。但是总觉得依赖插件不是很靠谱。所以我去untiy answers 上查找资料。最后还真得找到一个用户提供的一个连接。我也使用过这个脚本。我是使用一个我下载好得音频。然后在把这个音频使用他得脚本保存成一个新得文件。我匹配了两个文件的音谱。可以看到新文件并没有完整的复制。存在一定得数据损失。我觉得应该是在GetOutputData(samples : float[], channel : int)取得数据后得数据转换过程中导致得(float转成int得过程导致)。下面是我处理类得源码


//	Copyright (c) 2012 Calvin Rien
//        http://the.darktable.com
//
//	This software is provided 'as-is', without any express or implied warranty. In
//	no event will the authors be held liable for any damages arising from the use
//	of this software.
//
//	Permission is granted to anyone to use this software for any purpose,
//	including commercial applications, and to alter it and redistribute it freely,
//	subject to the following restrictions:
//
//	1. The origin of this software must not be misrepresented; you must not claim
//	that you wrote the original software. If you use this software in a product,
//	an acknowledgment in the product documentation would be appreciated but is not
//	required.
//
//	2. Altered source versions must be plainly marked as such, and must not be
//	misrepresented as being the original software.
//
//	3. This notice may not be removed or altered from any source distribution.
//
//  =============================================================================
//

using System;
using System.IO;
using UnityEngine;
using System.Collections.Generic;

public static class AudioSave {

	const int HEADER_SIZE = 44;

	public static bool Save(string filename, AudioClip clip) {
		Debug.Log(Application.persistentDataPath);
		if (!filename.ToLower().EndsWith(".wav")) {
			filename += ".wav";
		}

		string filepath = Path.Combine(Application.persistentDataPath, filename);

		Debug.Log(filepath);

		// Make sure directory exists if user is saving to sub dir.
		Directory.CreateDirectory(Path.GetDirectoryName(filepath));

		using (FileStream fileStream = CreateEmpty(filepath)) {

			ConvertAndWrite(fileStream, clip);

			WriteHeader(fileStream, clip);
		}

		return true; // TODO: return false if there's a failure saving the file
	}

	public static AudioClip TrimSilence(AudioClip clip, float min) {
		float[] samples = new float[clip.samples];

		clip.GetData(samples, 0);

		return TrimSilence(new List<float>(samples), min, clip.channels, clip.frequency);
	}

	public static AudioClip TrimSilence(List<float> samples, float min, int channels, int hz) {
		return TrimSilence(samples, min, channels, hz, false, false);
	}

	public static AudioClip TrimSilence(List<float> samples, float min, int channels, int hz, bool _3D, bool stream) {
		int i;

		for (i=0; i<samples.Count; i++) {
			if (Mathf.Abs(samples[i]) > min) {
				break;
			}
		}

		samples.RemoveRange(0, i);

		for (i=samples.Count - 1; i>0; i--) {
			if (Mathf.Abs(samples[i]) > min) {
				break;
			}
		}

		samples.RemoveRange(i, samples.Count - i);

		AudioClip clip = AudioClip.Create("TempClip", samples.Count, channels, hz, _3D, stream);

		clip.SetData(samples.ToArray(), 0);

		return clip;
	}

	static FileStream CreateEmpty(string filepath) {
		FileStream fileStream = new FileStream(filepath, FileMode.Create);
	    byte emptyByte = new byte();

	    for(int i = 0; i < HEADER_SIZE; i++) //preparing the header
	    {
	        fileStream.WriteByte(emptyByte);
	    }

		return fileStream;
	}

	static void ConvertAndWrite(FileStream fileStream, AudioClip clip) {

		float[] samples = new float[clip.samples];

		clip.GetData(samples, 0);

		Int16[] intData = new Int16[samples.Length];
		//converting in 2 float[] steps to Int16[], //then Int16[] to Byte[]

		Byte[] bytesData = new Byte[samples.Length * 2];
		//bytesData array is twice the size of
		//dataSource array because a float converted in Int16 is 2 bytes.

		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);
	}
	
	/*
	static void ConvertAndWrite(MemoryStream memStream, 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];

        const int rescaleFactor = 32767; //to convert float to Int16

        for (int i = 0; i < samples.Length; i++)
        {
            intData[i] = (short)(samples[i] * rescaleFactor);
        }
        Buffer.BlockCopy(intData, 0, bytesData, 0, bytesData.Length);
        memStream.Write(bytesData, 0, bytesData.Length);
    }
    */
	
	static void WriteHeader(FileStream fileStream, AudioClip clip) {

		int hz = clip.frequency;
		int channels = clip.channels;
		int 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);

		UInt16 two = 2;
		UInt16 one = 1;

		Byte[] audioFormat = BitConverter.GetBytes(one);
		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[] byteRate = BitConverter.GetBytes(hz * channels * 2); // sampleRate * bytesPerSample*number of channels, here 44100*2*2
		fileStream.Write(byteRate, 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);

//		fileStream.Close();
	}
}

这个是我查到得原文链接:http://forum.unity3d.com/threads/119295-Writing-AudioListener.GetOutputData-to-wav-problem?p=806734&viewfull=1#post806734

但我在另外得一个地方也找到了这个代码。所以我觉得这里也是般得。呵呵。猜测猜测

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