Unity轻松实现麦克风录音与播放
文章目录
- 概要
- 录音,播放
- 音频
- 注意事项
- 参考
概要
之前有想写一个音乐播放的器的音频功能,一直没做,最近突然想写,就写了
录音,播放
在语言模型中,编码器和解码器都是由一个个的 Transformer 组件拼接在一起形成的。、
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 string microphoneName;private bool isPlayAudio;private int lastPosition;public Button startBtn, stopBtn,playBtn,saveBtn;void Start(){if (Microphone.devices.Length <= 0){Infotxt.text = "缺少麦克风设备!";}else{microphoneName = Microphone.devices[0].ToString();Infotxt.text = "设备名称为:" + microphoneName + "请点击Start开始录音!";micConnected = true;Microphone.GetDeviceCaps(microphoneName, out minFreq, out maxFreq);if (minFreq == 0 && maxFreq == 0){maxFreq = 44100;}}startBtn.onClick.AddListener(Begin);stopBtn.onClick.AddListener(Stop);playBtn.onClick.AddListener(Player);saveBtn.onClick.AddListener(Save);}private float[] NormalizeData(float[] input){float value=0;for (int i = 0; i < input.Length; i++){if (value < input[i]){value = input[i];}}Debug.Log("Max:"+value);for (int i = 0; i < input.Length; i++){input[i] = input[i] / value;}return input;}/// <summary>/// 开始录音/// </summary>public void Begin(){if (micConnected){if (!Microphone.IsRecording(null)){RecordedClip = Microphone.Start(microphoneName, false, 60, maxFreq);Infotxt.text = "开始录音!";isPlayAudio = true;}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!";isPlayAudio = false;}/// <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;}private void LoadPCM(string filePath){/* // 读取PCM音频数据byte[] pcmData = System.IO.File.ReadAllBytes(filePath);*/// 转换PCM音频数据为浮点数数组float[] floatData = new float[data.Length / 2];for (int i = 0; i < floatData.Length; i++){floatData[i] = (float)System.BitConverter.ToInt16(data, i * 2) / 32768f;}// 创建AudioClip,参数说明:// pcmData:PCM音频数据// false:是否为压缩格式,默认为false// false:是否为3D音频,默认为false// AudioType.UNKNOWN:音频类型,根据实际情况选择合适的类型// 44100:采集最佳频率AudioClip audioClip = AudioClip.Create("PCM", data.Length / 2, 1, 44100, false);audioClip.SetData(floatData, 0);}
音频
int numberId=0;// Update is called once per framevoid Update(){float data = 0;float[] spectrum = new float[64];//256AudioListener.GetSpectrumData(spectrum, 0, FFTWindow.Hamming);for (int i = 1; i < spectrum.Length - 1; i++){if (data < spectrum[i]){data = spectrum[i];}}Debug.Log("max: " + data);rect[numberId].sizeDelta =new Vector2(10, 100 * data);numberId++;if (numberId >= rect.Length){numberId = 0;}}
注意事项
- 读取音频时,AudioClip不能为空
- FFTWindow 选择适合的类型
参考
麦克风