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unity wav 格式音频写入本地

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今天我们常州游戏开发培训工作室幻天网络教大家unity wav 格式音频写入本地的技巧
 
 
public static void Save(AudioClip clip, string path)
{
string filePath = Path.GetDirectoryName(path);
if (!Directory.Exists(filePath))
{
Directory.CreateDirectory(filePath);
}
using (FileStream fileStream = CreateEmpty(path))
{
ConvertAndWrite(fileStream, clip);
WriteHeader(fileStream, clip);
}
}
 
private static 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);
}
 
private static 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 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 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);
 

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