把以下程式碼丟到攝影機 ( 或者含有 Audio Listener 的物件),然後在遊戲中按下 R 鍵開始錄製,在案一次 R 鍵可停止錄製,並且在專案下會自動產生錄製好的 WAV 檔。

using UnityEngine;
using System.Collections;
using System.IO;
using System;
 
public class SaveWav : MonoBehaviour {
 
    private int bufferSize = 0;
    private int numBuffers = 0;
    private int outputRate= 44100;
    private string fileName = "recTest.wav";
    private int headerSize = 44; //default for uncompressed wav
 
    private bool recOutput = false;
 
    private FileStream fileStream;
 
    void Awake() {
        AudioSettings.outputSampleRate = outputRate;
    }
 
    void Start() {
        AudioSettings.GetDSPBufferSize(out bufferSize, out numBuffers);
    }
 
    void Update() {
        if(Input.GetKeyDown("r")) {
            if(recOutput == false) {
                StartWriting(fileName);
                recOutput = true;
                print("rec");
            } else {
                recOutput = false;
                WriteHeader();     
                print("rec stop");
            }
        }  
    }
 
    void StartWriting(String name) {
        fileStream = new FileStream(name, FileMode.Create);
        byte emptyByte = new byte();
 
        for(int i = 0; i<headerSize; i++) { //preparing the header
            fileStream.WriteByte(emptyByte);
        }
    }
 
    void OnAudioFilterRead(float[] data, int channels) {
        if(recOutput) {
            ConvertAndWrite(data); //audio data is interlaced
        }
    }
 
    void ConvertAndWrite(float[] dataSource) {
 
        Int16[] intData = new Int16[dataSource.Length];
        //converting in 2 steps : float[] to Int16[], //then Int16[] to Byte[]
 
        Byte[] bytesData = new Byte[dataSource.Length*2];
        //bytesData array is twice the size of
        //dataSource array because a float converted in Int16 is 2 bytes.
 
        int rescaleFactor = 32767; //to convert float to Int16
 
        for (int i = 0; i<dataSource.Length; i++)
        {
            intData[i] = (Int16)( dataSource[i]*rescaleFactor);
            Byte[] byteArr = new Byte[2];
            byteArr = BitConverter.GetBytes(intData[i]);
            byteArr.CopyTo(bytesData,i*2);
        }
 
        fileStream.Write(bytesData,0,bytesData.Length);
    }
 
 
    void WriteHeader() {
 
        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);
 
        UInt16 two = 2;
        UInt16 one = 1;
 
        Byte[] audioFormat = BitConverter.GetBytes(one);
        fileStream.Write(audioFormat,0,2);
 
        Byte[] numChannels = BitConverter.GetBytes(two);
        fileStream.Write(numChannels,0,2);
 
        Byte[] sampleRate = BitConverter.GetBytes(outputRate);
        fileStream.Write(sampleRate,0,4);
 
        Byte[] byteRate = BitConverter.GetBytes(outputRate*4);
        // sampleRate * bytesPerSample*number of channels, here 44100*2*2
 
        fileStream.Write(byteRate,0,4);
 
        UInt16 four  = 4;
        Byte[] blockAlign = BitConverter.GetBytes(four);
        fileStream.Write(blockAlign,0,2);
 
        UInt16 sixteen = 16;
        Byte[] bitsPerSample = BitConverter.GetBytes(sixteen);
        fileStream.Write(bitsPerSample,0,2);
 
        Byte[] dataString = System.Text.Encoding.UTF8.GetBytes("data");
        fileStream.Write(dataString,0,4);
 
        Byte[] subChunk2 = BitConverter.GetBytes(fileStream.Length-headerSize);
        fileStream.Write(subChunk2,0,4);
 
        fileStream.Close();
    }
 
}
 
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