- 项目实现功能:在unity3D中通过Microphone的API实现录音功能,并将真正时长的录音文件以”.wav“格式保存到本地。
- 环境:Win10 unity版本:2018.2.15f1 VS版本:2017
- 界面展示
-
说明:要提前了解.wav文件的格式
- 根据.wav文件格式,需要对录音的声音流进行重新编码。
- 代码
using UnityEngine; using UnityEngine.UI; using System; using System.IO; public class TestMicro : MonoBehaviour { private bool micConnected = false;//麦克风是否连接 private int minFreq, maxFreq;//最小和最大频率 public AudioClip RecordedClip;//录音 public AudioSource audioSource;//播放的音频 public Text Infotxt;//提示信息 public Text Adress;//音频保存地址 private string fileName;//保存的文件名 private byte[] data; private void Start() { if (Microphone.devices.Length <= 0) { Infotxt.text = "缺少麦克风设备!"; } else { Infotxt.text = "设备名称为:"+Microphone.devices[0].ToString()+"请点击Start开始录音!"; micConnected = true; Microphone.GetDeviceCaps(null, out minFreq, out maxFreq); if (minFreq == 0 && maxFreq == 0) { maxFreq = 44100; } } } /// <summary> /// 开始录音 /// </summary> public void Begin() { if (micConnected) { if (!Microphone.IsRecording(null)) { RecordedClip = Microphone.Start(null, false, 60, maxFreq); Infotxt.text = "开始录音!"; } else { Infotxt.text = "正在录音中,请勿重复点击Start!"; } } else { Infotxt.text = "请确认麦克风设备是否已连接!"; } } /// <summary> /// 停止录音 /// </summary> public void Stop() { data = GetRealAudio(ref RecordedClip); Microphone.End(null); Infotxt.text = "录音结束!"; } /// <summary> /// 播放录音 /// </summary> public void Player() { if (!Microphone.IsRecording(null)) { audioSource.clip = RecordedClip; audioSource.Play(); Infotxt.text = "正在播放录音!"; } else { Infotxt.text = "正在录音中,请先停止录音!"; } } /// <summary> /// 保存录音 /// </summary> public void Save() { if (!Microphone.IsRecording(null)) { fileName = DateTime.Now.ToString("yyyyMMddHHmmssffff"); if (!fileName.ToLower().EndsWith(".wav")) {//如果不是“.wav”格式的,加上后缀 fileName += ".wav"; } string path= Path.Combine(Application.persistentDataPath, fileName);//录音保存路径 print(path);//输出路径 Adress.text = path; using (FileStream fs = CreateEmpty(path)) { fs.Write(data, 0, data.Length); WriteHeader(fs, RecordedClip); //wav文件头 } } else { Infotxt.text = "正在录音中,请先停止录音!"; } } /// <summary> /// 获取真正大小的录音 /// </summary> /// <param name="recordedClip"></param> /// <returns></returns> public static byte[] GetRealAudio(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; } /// <summary> /// 写文件头 /// </summary> /// <param name="stream"></param> /// <param name="clip"></param> 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); 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); } /// <summary> /// 创建wav格式文件头 /// </summary> /// <param name="filepath"></param> /// <returns></returns> 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; } }
- 可执行文件(有个bug目前还没修改,不过不影响使用):
bug:当没有录音的时候,点击save也会出现保存文件的地址,可以在Save()方法中判断一下if(recordedclip!=null)
可执行文件下载地址:https://download.csdn.net/download/qq_40878840/12942233
有问题欢迎私信交流!