Unity 基础 之 Microphone 麦克风的简单方便调用的封装
目录
Unity 基础 之 Microphone 麦克风的简单方便调用的封装
一、简单介绍
Unity中的一些基础知识点。
本节介绍,在Unity中调用 麦克风,进行了录音说话,并且播放出来的功能封装,仅供参考。
二、实现原理
1、获取麦克风,Microphone.devices
2、开始录音,Microphone.Start
3、结束录音,Microphone.End
三、注意事项
1、本文默认开启 0 号 Microphone 麦克风,进行录音测试
2、设置了默认录音时长为 10 秒,可以根据需要做修改
四、实现步骤
1、打开Unity,新建一个空工程
2、在工程中,添加脚本,封装 Microphone 和测试 Microphone 封装的类
3、在场景中,添加一个按钮测试录音
4、把测试脚本,挂载到 Button 上
5、运行场景(或者打包),测试即可
六、关键代码
1、MicrophoneWrapper
using System;
using UnityEngine;
public class MicrophoneWrapper : MonoSingleton<MicrophoneWrapper>
{
private string TAG = "MicrophoneWrapper: ";
//标记是否有麦克风
private bool isHaveMic = false;
//当前录音设备名称
string currentDeviceName = string.Empty;
//录音频率,控制录音质量(8000,16000)
int recordFrequency = 8000;
//上次按下时间戳
double lastPressTimestamp = 0;
//表示录音的最大时长
int recordMaxLength = 10;
//实际录音长度(由于unity的录音需先指定长度,导致识别上传时候会上传多余的无效字节)
//通过该字段,获取有效录音长度,上传时候剪切到无效的字节数据即可
int trueLength = 0;
//存储录音的片段
[HideInInspector]
public AudioClip saveAudioClip;
// Start is called before the first frame update
void Start()
{
}
public void Init()
{
//获取麦克风设备,判断是否有麦克风设备
if (Microphone.devices.Length > 0)
{
isHaveMic = true;
currentDeviceName = Microphone.devices[0];
}
else {
Debug.Log(TAG + " Microphone.devices is null(0) ");
}
}
/// <summary>
/// 按下录音按钮
/// </summary>
/// <param name="eventData"></param>
public void OnStartRecord()
{
StartRecording();
}
/// <summary>
/// 放开录音按钮
/// </summary>
/// <param name="eventData"></param>
public AudioClip OnStopRecord()
{
trueLength = EndRecording();
if (trueLength > 1)
{
Debug.Log(TAG+ " return AudioClip data ");
return saveAudioClip;
}
Debug.Log(TAG + " return AudioClip is null ");
return null;
}
/// <summary>
/// 开始录音
/// </summary>
/// <param name="isLoop"></param>
/// <param name="lengthSec"></param>
/// <param name="frequency"></param>
/// <returns></returns>
private bool StartRecording(bool isLoop = false) //8000,16000
{
Debug.Log(TAG+"StartRecording ");
if (isHaveMic == false || Microphone.IsRecording(currentDeviceName))
{
return false;
}
//开始录音
/*
* public static AudioClip Start(string deviceName, bool loop, int lengthSec, int frequency);
* deviceName 录音设备名称.
* loop 如果达到长度,是否继续记录
* lengthSec 指定录音的长度.
* frequency 音频采样率
*/
lastPressTimestamp = GetTimestampOfNowWithMillisecond();
saveAudioClip = Microphone.Start(currentDeviceName, isLoop, recordMaxLength, recordFrequency);
return true;
}
/// <summary>
/// 录音结束,返回实际的录音时长
/// </summary>
/// <returns></returns>
private int EndRecording()
{
Debug.Log(TAG+"EndRecording ");
if (isHaveMic == false || !Microphone.IsRecording(currentDeviceName))
{
Debug.Log(TAG + "EndRecording Failed ");
return 0;
}
//结束录音
Microphone.End(currentDeviceName);
//向上取整,避免遗漏录音末尾
return Mathf.CeilToInt((float)(GetTimestampOfNowWithMillisecond() - lastPressTimestamp) / 1000f);
}
/// <summary>
/// 获取毫秒级别的时间戳,用于计算按下录音时长
/// </summary>
/// <returns></returns>
private double GetTimestampOfNowWithMillisecond()
{
return (DateTime.Now.ToUniversalTime().Ticks - 621355968000000000) / 10000;
}
}
2、Test_MicrophoneWrapper
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
[RequireComponent(typeof(AudioSource))]
public class Test_MicrophoneWrapper : MonoBehaviour,IPointerDownHandler,IPointerUpHandler
{
private AudioSource mAudioSource;
private AudioClip mAudioClip;
// Start is called before the first frame update
void Start()
{
MicrophoneWrapper.Instance.Init();
mAudioSource = GetComponent<AudioSource>();
}
public void OnPointerDown(PointerEventData eventData)
{
this.transform.GetChild(0).GetComponent<Text>().text = "松开播放";
MicrophoneWrapper.Instance.OnStartRecord();
}
public void OnPointerUp(PointerEventData eventData)
{
this.transform.GetChild(0).GetComponent<Text>().text = "按下说话录音";
mAudioClip = MicrophoneWrapper.Instance.OnStopRecord();
if (mAudioSource != null && mAudioClip != null)
{
mAudioSource.PlayOneShot(mAudioClip);
}
else {
Debug.Log(" mAudioSource or mAudioClip is null ");
}
}
}
3、MonoSingleton
using UnityEngine;
public abstract class MonoSingleton<T> : MonoBehaviour where T : MonoBehaviour
{
private static T instance = null;
private static readonly object locker = new object();
private static bool bAppQuitting;
public static T Instance
{
get
{
if (bAppQuitting)
{
instance = null;
return instance;
}
lock (locker)
{
if (instance == null)
{
// 保证场景中只有一个 单例
T[] managers = Object.FindObjectsOfType(typeof(T)) as T[];
if (managers.Length != 0)
{
if (managers.Length == 1)
{
instance = managers[0];
instance.gameObject.name = typeof(T).Name;
return instance;
}
else
{
Debug.LogError("Class " + typeof(T).Name + " exists multiple times in violation of singleton pattern. Destroying all copies");
foreach (T manager in managers)
{
Destroy(manager.gameObject);
}
}
}
var singleton = new GameObject();
instance = singleton.AddComponent<T>();
singleton.name = "(singleton)" + typeof(T);
singleton.hideFlags = HideFlags.None;
DontDestroyOnLoad(singleton);
}
instance.hideFlags = HideFlags.None;
return instance;
}
}
}
protected virtual void Awake()
{
bAppQuitting = false;
}
protected virtual void OnDestroy()
{
bAppQuitting = true;
}
}