Unity录音播放录音

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

public class MaiKeFengManager : MonoBehaviour
{

    public int DeviceLength;
    /// <summary>
    /// 录音频率
    /// </summary>
    public string Frequency = "44100";
    public int Samplerate = 44100;
    /// <summary>
    /// 录音时长
    /// </summary>
    public int MicSecond = 2;
    string infoLog = "";

    AudioSource _curAudioSource;

    AudioSource CurAudioSource
    {
        get
        {
            if (_curAudioSource == null)
            {
                _curAudioSource = gameObject.AddComponent<AudioSource>();
            }
            return _curAudioSource;
        }
    }

    #region [public Way]

    /// <summary>
    /// 获取麦克风设备
    /// </summary>
    public void GetMicrophoneDevice()
    {
        string[] mDevice = Microphone.devices;
        DeviceLength = mDevice.Length;
        if (DeviceLength == 0)
            ShowInfoLog("找不到麦克风设备!");
    }

    /// <summary>
    /// 开始录音
    /// </summary>
    public void StartRecordAudio()
    {
        CurAudioSource.Stop();
        CurAudioSource.loop = false;
        CurAudioSource.mute = true;
        CurAudioSource.clip = Microphone.Start(null, true, MicSecond, int.Parse(Frequency));
        while (!(Microphone.GetPosition(null) > 0))
        {

        }
        CurAudioSource.Play();
        ShowInfoLog("开始录音.....");
    }

    /// <summary>
    /// 停止录音
    /// </summary>
    public void StopRecordAudio()
    {
        ShowInfoLog("结束录音.....");
        if (!Microphone.IsRecording(null))
            return;
        Microphone.End(null);
        CurAudioSource.Stop();

    }
    /// <summary>s
    /// 回放录音
    /// </summary>
    public void PlayRecordAudio()
    {
        if (Microphone.IsRecording(null))
            return;
        if (CurAudioSource.clip == null)
            return;
        CurAudioSource.mute = false;
        CurAudioSource.loop = false;
        CurAudioSource.Play();
        ShowInfoLog("播放录音.....");
    }

    /// <summary>
    ///  打印录音信息
    /// </summary>
    public void PrintRecordData()
    {
        if (Microphone.IsRecording(null))
            return;
        byte[] data = GetClipData();
        #region 用户自由固定录音时长
        int position = Microphone.GetPosition(null);
        var soundata = new float[CurAudioSource.clip.samples * CurAudioSource.clip.channels];
        CurAudioSource.clip.GetData(soundata, 0);

        var newdata = new float[position * CurAudioSource.clip.channels];
        for (int i = 0; i < newdata.Length; i++)
        {
            newdata[i] = soundata[i];
        }
        CurAudioSource.clip = AudioClip.Create(CurAudioSource.clip.name, position, CurAudioSource.clip.channels, CurAudioSource.clip.frequency, false);
        CurAudioSource.clip.SetData(newdata, 0);

        Microphone.End(null);
        #endregion
        using (FileStream fs = CreateEmpty(Application.persistentDataPath + "/dd.wav"))
        {
            ConvertAndWrite(fs, CurAudioSource.clip);
            WriteHeader(fs, CurAudioSource.clip);
        }

        string infoLog = "total length:" + data.Length + " time:" + CurAudioSource.time;
        ShowInfoLog(infoLog);
    }
    private 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 two = 2;
        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++) //preparing the header  
        {
            fileStream.WriteByte(emptyByte);
        }

        return fileStream;
    }
    private void ConvertAndWrite(FileStream fileStream, 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];

        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);
    }
    /// <summary>
    /// 获取音频数据
    /// </summary>
    /// <returns>The clip data.</returns>
    public byte[] GetClipData()
    {
        if (CurAudioSource.clip == null)
        {
            ShowInfoLog("缺少音频资源!");
            return null;
        }

        float[] samples = new float[CurAudioSource.clip.samples];
        CurAudioSource.clip.GetData(samples, 0);

        byte[] outData = new byte[samples.Length * 2];
        int reScaleFactor = 32767;

        for (int i = 0; i < samples.Length; i++)
        {
            short tempShort = (short)(samples[i] * reScaleFactor);
            byte[] tempData = System.BitConverter.GetBytes(tempShort);

            outData[i * 2] = tempData[0];
            outData[i * 2 + 1] = tempData[1];
        }
        if (outData == null || outData.Length <= 0)
        {

            ShowInfoLog("获取音频数据失败!");
            return null;
        }
        return outData;
    }

    #endregion


    void OnGUI()
    {

        if (DeviceLength == 0)
        {
            if (ShowGUIButton("获取麦克风设备"))
            {
                GetMicrophoneDevice();
            }
        }
        else if (DeviceLength > 0)
        {
            GUILayout.Label("录音频率:");
            Frequency = GUILayout.TextField(Frequency, GUILayout.Width(Screen.width / 5), GUILayout.Height(Screen.height / 20));
            GUILayout.BeginVertical();

            if (ShowGUIButton("开始录音"))
            {
                StartRecordAudio();
            }
            if (ShowGUIButton("结束录音"))
            {
                StopRecordAudio();
            }
            if (ShowGUIButton("回放录音"))
            {
                PlayRecordAudio();
            }
            if (ShowGUIButton("获取录音数据"))
            {
                PrintRecordData();
            }

            GUILayout.EndVertical();
        }
        GUILayout.Label(infoLog);

    }

    #region [Private Way]

    /// <summary>
    /// 显示GUI 按钮
    /// </summary>
    /// <returns><c>true</c>, if GUI button was shown, <c>false</c> otherwise.</returns>
    /// <param name="buttonName">Button name.</param>
    bool ShowGUIButton(string buttonName)
    {
        return GUILayout.Button(buttonName, GUILayout.Height(Screen.height / 20), GUILayout.Width(Screen.width / 5));
    }

    void ShowInfoLog(string info)
    {
        infoLog += info;
        infoLog += "\r\n";
    }

    #endregion
}

 

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Unity 是一种跨平台的游戏开发引擎,它提供了丰富的功能来实现各种游戏所需要的功能。要在 Unity 中判断录音的状态,可以通过以下方法进行: 首先,需要在代码中导入 Unity录音相关的命名空间和模块,以便使用录音相关的函数和类。例如,可以导入 UnityEngine.AudioModule 命名空间。 其次,需要创建一个录音对象,并进行初始化。可以使用 Unity 提供的 Microphone 类来实现。Microphone.Start() 函数可以启动录音,并将录音数据保存在指定的 AudioClip 对象中。 然后,可以使用 Unity 提供的 Microphone.IsRecording() 函数来判断录音是否正在进行中。该函数会返回一个布尔值,如果录音正在进行中,则返回 true,否则返回 false。 最后,可以根据 Microphone.IsRecording() 函数的返回值来实现具体的逻辑处理。例如,可以在游戏界面上显示一个录音状态的提示信息,或者根据录音的状态来播放不同的音效等。 需要注意的是,在使用录音功能之前,需要确保用户设备上有音频输入设备(如麦克风),并且已经获得了录音的权限。可以使用 Unity 提供的 Microphone.devices 属性来获取设备上可用的音频输入设备列表,以便用户选择合适的设备进行录音。 总之,Unity 提供了完善的录音功能,并且通过 Microphone 类可以方便地判断录音的状态,从而实现各种与录音相关的功能。
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