unity3D实现录音功能,并将真实录音时长保存至本地(不能用可私信,附可执行文件下载地址)
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
- using UnityEngine;
- using UnityEngine.UI;
- using System;
- using System.IO;
- 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
- private byte[] data;
- private void Start()
- {
- if (Microphone.devices.Length <= 0)
- {
- Infotxt.text = "缺少麦克风设备!";
- }
- else
- {
- Infotxt.text = "设备名称为:"+Microphone.devices[0].ToString()+"请点击Start开始录音!";
- micConnected = true;
- Microphone.GetDeviceCaps(null, out minFreq, out maxFreq);
- if (minFreq == 0 && maxFreq == 0)
- {
- maxFreq = 44100;
- }
- }
- }
- /// <summary>
- /// 开始录音
- /// </summary>
- public void Begin()
- {
- if (micConnected)
- {
- if (!Microphone.IsRecording(null))
- {
- RecordedClip = Microphone.Start(null, false, 60, maxFreq);
- Infotxt.text = "开始录音!";
- }
- 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!";
- }
- /// <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;
- }
- }
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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