unity 语音顺序合并保存与应用

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

public class Test : MonoBehaviour
{

    //频率
    public int Hz = 16000;

    [SerializeField]
    public AudioClip s1;
    [SerializeField]
    public AudioClip s2;
    [SerializeField]
    public AudioClip s3;

    public AudioSource source;
    AudioClip clip;

    // Use this for initialization
    void Start()
    {
        float[] data1 = new float[s1.samples * s1.channels];
        float[] data2 = new float[s2.samples * s2.channels];
        float[] data3 = new float[s3.samples * s3.channels];

        s1.GetData(data1, 0);
        s2.GetData(data2, 0);
        s3.GetData(data3, 0);

        List<float> ar = new List<float>();
        ar.AddRange(data1);
        ar.AddRange(data2);
        ar.AddRange(data3);
      
        float[] datas = ar.ToArray();

        clip = AudioClip.Create("temp", datas.Length, 1, Hz, false);
        clip.SetData(datas, 0);

        source = this.GetComponent<AudioSource>();
        source.clip = clip;
        source.Play();
        SavWav.Save("temp", clip); 
    }
}
using System;

using System.IO;

using UnityEngine;

using System.Collections.Generic;



public static class SavWav
{



    const int HEADER_SIZE = 44;



    public static bool Save(string filename, AudioClip clip)
    {

        if (!filename.ToLower().EndsWith(".wav"))
        {

            filename += ".wav";

        }



        // var filepath = Path.Combine(Application.persistentDataPath, filename);
        //路径 相同的话会覆盖
        string filepath = Path.Combine(Application.dataPath, filename);

      
        Debug.Log(filepath);

        // Make sure directory exists if user is saving to sub dir.

        Directory.CreateDirectory(Path.GetDirectoryName(filepath));



        using (var 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)
    {

        var 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);



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



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



        return clip;

    }



    static FileStream CreateEmpty(string filepath)
    {

        var 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)
    {



        var 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 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);



        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();

    }

}

 

 

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