unity录音获取真实音频大小并获取字节流保存录音文件

public AudioClip RecordedClip;
void 开始录音(){
RecordedClip = Microphone.Start(null, false, 60, 1600);
}
void 停止录音(){
byte[] data = 获取真实大小录音(ref RecordedClip);
Microphone.End(null);
string path = Application.persistentDataPath + “/录音.wav”;
Debug.Log(“保存录音文件:” + path);
using (FileStream fs = CreateEmpty(path))
{
fs.Write(data, 0, data.Length);
WriteHeader(fs, RecordedClip); //wav文件头
}
}
public static byte[] 获取真实大小录音(ref AudioClip recordedClip)
{
int position = Microphone.GetPosition(null);
if (position<=0 || position> recordedClip.samples)
{
position = recordedClip.samples;
}
float[] soundata = new float[position * recordedClip.channels];
recordedClip.GetData(soundata, 0);
recordedClip = AudioClip.Create(recordedClip.name, position,
recordedClip.channels, recordedClip.frequency, false);
recordedClip.SetData(soundata, 0);
int rescaleFactor = 32767;
byte[] outData = new byte[soundata.Length * 2];
for (int i = 0; i < soundata.Length; i++)
{
short temshort = (short)(soundata[i] * rescaleFactor);
byte[] temdata = BitConverter.GetBytes(temshort);
outData[i * 2] = temdata[0];
outData[i * 2 + 1] = temdata[1];
}
Debug.Log(“position=” + position + “outData.leng=” + outData.Length);
return outData;
}
public static void WriteHeader(FileStream stream, AudioClip clip)
{
int hz = clip.frequency;
int channels = clip.channels;
int samples = clip.samples;

    stream.Seek(0, SeekOrigin.Begin);

    Byte[] riff = System.Text.Encoding.UTF8.GetBytes("RIFF");
    stream.Write(riff, 0, 4);

    Byte[] chunkSize = BitConverter.GetBytes(stream.Length - 8);
    stream.Write(chunkSize, 0, 4);

    Byte[] wave = System.Text.Encoding.UTF8.GetBytes("WAVE");
    stream.Write(wave, 0, 4);

    Byte[] fmt = System.Text.Encoding.UTF8.GetBytes("fmt ");
    stream.Write(fmt, 0, 4);

    Byte[] subChunk1 = BitConverter.GetBytes(16);
    stream.Write(subChunk1, 0, 4);

    UInt16 one = 1;

    Byte[] audioFormat = BitConverter.GetBytes(one);
    stream.Write(audioFormat, 0, 2);

    Byte[] numChannels = BitConverter.GetBytes(channels);
    stream.Write(numChannels, 0, 2);

    Byte[] sampleRate = BitConverter.GetBytes(hz);
    stream.Write(sampleRate, 0, 4);

    Byte[] byteRate = BitConverter.GetBytes(hz * channels * 2); // sampleRate * 
    bytesPerSample*number of channels, here 44100*2*2  
    stream.Write(byteRate, 0, 4);

    UInt16 blockAlign = (ushort)(channels * 2);
    stream.Write(BitConverter.GetBytes(blockAlign), 0, 2);

    UInt16 bps = 16;
    Byte[] bitsPerSample = BitConverter.GetBytes(bps);
    stream.Write(bitsPerSample, 0, 2);

    Byte[] datastring = System.Text.Encoding.UTF8.GetBytes("data");
    stream.Write(datastring, 0, 4);

    Byte[] subChunk2 = BitConverter.GetBytes(samples * channels * 2);
    stream.Write(subChunk2, 0, 4);
}
private FileStream CreateEmpty(string filepath)
{
    FileStream fileStream = new FileStream(filepath, FileMode.Create);
    byte emptyByte = new byte();

    for (int i = 0; i < 44; i++) //为wav文件头留出空间
    {
        fileStream.WriteByte(emptyByte);
    }

    return fileStream;
}
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