Unity 保存音频文件
#region 文件保存/// <summary>/// 录音文件保存/// </summary>const int HEADER_SIZE = 44;void Save(string fileName, AudioClip clip){if (!fileName.ToLower().EndsWith(".wav")){fileName += ".wav"..
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#region 文件保存
/// <summary>
/// 录音文件保存
/// </summary>
const int HEADER_SIZE = 44;
void Save(string fileName, AudioClip clip)
{
if (!fileName.ToLower().EndsWith(".wav"))
{
fileName += ".wav";
}
string filePath = Path.Combine(Application.persistentDataPath, fileName);
if (Directory.Exists(filePath))
{
Directory.Delete(filePath, true);
}
Directory.CreateDirectory(Path.GetDirectoryName(filePath));
Debug.Log(filePath);
//创建头
FileStream fs = CreateEmpty(filePath);
//写语音数据
ConvertAndWrite(fs, clip);
//重写真正的文件头
WriteHeader(fs, clip);
fs.Flush();
fs.Close();
}
/// <summary>
/// 创建头
/// </summary>
/// <param name="filePath"></param>
/// <returns></returns>
FileStream CreateEmpty(string filePath)
{
var fileStream = new FileStream(filePath, FileMode.Create);
byte emptyByte = new byte();
for (int i = 0; i < HEADER_SIZE; i++)
{
fileStream.WriteByte(emptyByte);
}
return fileStream;
}
/// <summary>
/// 写音频数据
/// </summary>
/// <param name="fileSteam"></param>
/// <param name="clip"></param>
void ConvertAndWrite(FileStream fileSteam, AudioClip clip)
{
var 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;
for (int i = 0; i < samples.Length; i++)
{
intData[i] = (short)(samples[i] * rescaleFactor);
Byte[] byteArray = new byte[2];
byteArray = BitConverter.GetBytes(intData[i]);
byteArray.CopyTo(bytesData, i * 2);
}
fileSteam.Write(bytesData, 0, bytesData.Length);
}
/// <summary>
/// 重写真正的文件头
/// </summary>
/// <param name="fileStream"></param>
/// <param name="clip"></param>
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);
Byte[] audioFormat = BitConverter.GetBytes(1);
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[] byRate = BitConverter.GetBytes(hz * channels * 2);
fileStream.Write(byRate, 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);
}
#endregion
使用
Save("soundRec.wav", audioClip);
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