要想将 AudioClip 转成 MP3 文件,需要从Unity资源商店中下载 Save AudioClip to MP3 插件。Lame-For-Unity
如果要打PC包,需要对源码做一点修改,如下:
//LibMp3Lame.cs internal static class NativeMethods { #if UNITY_EDITOR #if UNITY_EDITOR_OSX const string libname = @"__Internal"; #else const string libname = @"libmp3lame.dll"; #endif #elif UNITY_IOS const string libname = @"__Internal"; #elif UNITY_ANDROID const string libname = @"mp3lame"; #elif UNITY_STANDALONE_WIN //添加Windows平台宏,否则打PC包会报找不到libmp3lame.dll const string libname = @"libmp3lame.dll"; #endif //省略...... }
using System; using System.IO; using NAudio.Lame; using NAudio.Wave.WZT; using UnityEngine; using UNetwork; /// <summary> /// 音频剪辑转换器 /// </summary> public static class AudioClipConverter { /// <summary> /// AudioClip转Wav /// </summary> /// <param name="clip"></param> /// <returns></returns> public static byte[] AudioClipToWav(AudioClip clip) { var samples = new float[clip.samples]; clip.GetData(samples, 0); short numChannels = (short)clip.channels;//通道数量 int sampleRate = clip.frequency;//采样率 short audioFormat = 1; //1:PCM short bitsPerSample = 16;//每次采样用多少比特存储 int byteRate = sampleRate * numChannels * bitsPerSample / 8;//字节率 short blockAlign = (short)(numChannels * bitsPerSample / 8);//块对齐 int dataSize = samples.Length * 2; var memoryStream = new MemoryStream(); var writer = new BinaryWriter(memoryStream); // RIFF chunk writer.Write("RIFF".ToCharArray()); writer.Write(dataSize + 36); // File size writer.Write("WAVE".ToCharArray()); // Format chunk writer.Write("fmt ".ToCharArray()); writer.Write(16); // Size writer.Write(audioFormat); // Compression code writer.Write(numChannels); //Num channels writer.Write(sampleRate); // Sample rate writer.Write(byteRate); // Byte rate writer.Write(blockAlign); // Block align writer.Write(bitsPerSample); // Bits per sample // Data chunk writer.Write("data".ToCharArray()); writer.Write(dataSize); for (var i = 0; i < samples.Length; i++) { //将采样值映射到[0, short.MaxValue]范围 var sample = (int)(samples[i] * short.MaxValue); //以小端方式存储 writer.Write((byte)(sample & 0xff)); writer.Write((byte)((sample >> 8) & 0xff)); } memoryStream.Position = 0; byte[] wavData = memoryStream.ToArray(); writer.Close(); memoryStream.Close(); return wavData; } /// <summary> /// 将AudioClip保存为wav文件 /// </summary> /// <param name="clip">要保存的AudioClip</param> /// <param name="path">保存路径</param> public static void SaveWav(AudioClip clip, string path) { byte[] bytes = AudioClipToWav(clip); var fileStream = new FileStream(path, FileMode.Create, FileAccess.Write); fileStream.Write(bytes); fileStream.Close(); } /// <summary> /// 将AudioClip保存为MP3 /// </summary> /// <param name="clip"></param> /// <param name="path"></param> public static void SaveMp3(AudioClip clip, string path) { var samples = new float[clip.samples * clip.channels]; clip.GetData(samples, 0); //将音频数据写入内存流中 var ms = new MemoryStream(); for (var i = 0; i < samples.Length; i++) { //将采样值映射到[0, short.MaxValue]范围 var sample = (int)(samples[i] * short.MaxValue); //以小端方式存储 ms.WriteByte((byte)(sample & 0xff)); ms.WriteByte((byte)((sample >> 8) & 0xff)); } ms.Position = 0; short bitsPerSample = 16;//每次采样用多少比特存储 short numChannels = (short)clip.channels;//通道数量 int sampleRate = clip.frequency;//采样率 //将内存流中的数据编码为MP3文件 using (var writer = new LameMP3FileWriter(path, new WaveFormat(sampleRate, bitsPerSample, numChannels), LAMEPreset.ABR_128)) ms.CopyTo(writer); ms.Flush(); ms.Close(); } public static string SaveFilePathWav { get { string path = string.Format("{0}/Audio", LogUtil.GetParentPath(Application.dataPath)); if (!Directory.Exists(path)) Directory.CreateDirectory(path); string fileName = DateTime.Now.ToString("yyyyMMdd_HHmmss"); string filePath = string.Format("{0}/{1}.wav", path, fileName); return filePath; } } public static string SaveFilePathMp3 { get { string path = string.Format("{0}/Audio", LogUtil.GetParentPath(Application.dataPath)); if (!Directory.Exists(path)) Directory.CreateDirectory(path); string fileName = DateTime.Now.ToString("yyyyMMdd_HHmmss"); string filePath = string.Format("{0}/{1}.mp3", path, fileName); return filePath; } } }