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 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 if (Microphone.devices.Length <= 0) Infotxt.text = "缺少麦克风设备!"; Infotxt.text = "设备名称为:"+Microphone.devices[0].ToString()+"请点击Start开始录音!"; Microphone.GetDeviceCaps(null, out minFreq, out maxFreq); if (minFreq == 0 && maxFreq == 0) if (!Microphone.IsRecording(null)) RecordedClip = Microphone.Start(null, false, 60, maxFreq); Infotxt.text = "正在录音中,请勿重复点击Start!"; Infotxt.text = "请确认麦克风设备是否已连接!"; data = GetRealAudio(ref RecordedClip); if (!Microphone.IsRecording(null)) audioSource.clip = RecordedClip; Infotxt.text = "正在播放录音!"; Infotxt.text = "正在录音中,请先停止录音!"; if (!Microphone.IsRecording(null)) fileName = DateTime.Now.ToString("yyyyMMddHHmmssffff"); if (!fileName.ToLower().EndsWith(".wav")) string path= Path.Combine(Application.persistentDataPath, fileName);//录音保存路径 using (FileStream fs = CreateEmpty(path)) fs.Write(data, 0, data.Length); WriteHeader(fs, RecordedClip); //wav文件头 Infotxt.text = "正在录音中,请先停止录音!"; /// <param name="recordedClip"></param> 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); /// <param name="stream"></param> /// <param name="clip"></param> public static void WriteHeader(FileStream stream, AudioClip clip) 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 "); Byte[] subChunk1 = BitConverter.GetBytes(16); stream.Write(subChunk1, 0, 4); 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); 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); /// <param name="filepath"></param> 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);
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
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