Unity运行时加载外部mp3/wav音频
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本文介绍Unity开发中,在运行时加载外部音频(mp3/wav)的方法,非 WWW 或 UnityWebRequest,需要www方式的同学请自行baidu。
参考库:
- NAudio:功能全,但仅限windows平台;
- NLayer:读取mp3音频文件并解析,正好满足需求;
github地址(都是NAudio名下的)
- NAudio: GitHub - naudio/NAudio: Audio and MIDI library for .NET
- NLayer: GitHub - naudio/NLayer: MPEG 1 & 2 Decoder for Layers 1, 2, & 3
NAudio
输入:mp3文件
输出:AudioClip
// Use NAudio
// file => mp3 byte[] => NAudio => wav byte[] => AudioClip
using System;
using System.IO;
using NAudio.Wave;
// parse mp3
AudioClip LoadMp3Audio(byte[] audioBytes, string fileName)
MemoryStream mp3stream = new MemoryStream(audioBytes);
Mp3FileReader mp3audio = new Mp3FileReader(mp3stream);
WaveStream waveStream = WaveFormatConversionStream.CreatePcmStream(mp3audio);
MemoryStream outputStream = new MemoryStream();
using (WaveFileWriter waveFileWriter = new WaveFileWriter(outputStream, waveStream.WaveFormat))
byte[] bytes = new byte[waveStream.Length];
waveStream.Position = 0;
waveStream.Read(bytes, 0, Convert.ToInt32(waveStream.Length));
waveFileWriter.Write(bytes, 0, bytes.Length);
waveFileWriter.Flush();
byte[] wavBytes = outputStream.ToArray();
return LoadWavAudio(wavBytes, fileName);
// parse wav
AudioClip LoadWavAudio(byte[] audioBytes, string fileName)
// WAV 自定义wav解析类
WAV wav = new WAV(audioBytes);
AudioClip audioClip;
if (wav.ChannelCount == 2)
audioClip = AudioClip.Create(fileName, wav.SampleCount, 2, wav.Frequency, false);
audioClip.SetData(wav.StereoChannel, 0);
else
audioClip = AudioClip.Create(fileName, wav.SampleCount, 1, wav.Frequency, false);
audioClip.SetData(wav.LeftChannel, 0);
return audioClip;
// 逻辑不完整,但是能用,所以只要你和代码一个能跑就可以了
public class WAV
// convert two bytes to one float in the range -1 to 1
static float bytesToFloat(byte firstByte, byte secondByte)
// convert two bytes to one short (little endian)
short s = (short)((secondByte << 8) | firstByte);
// convert to range from -1 to (just below) 1
return s / 32768.0F;
static int bytesToInt(byte[] bytes, int offset = 0)
int value = 0;
for (int i = 0; i < 4; i++)
value |= ((int)bytes[offset + i]) << (i * 8);
return value;
// properties
public float[] LeftChannel get; internal set;
public float[] RightChannel get; internal set;
public float[] StereoChannel get; internal set;
public int ChannelCount get; internal set;
public int SampleCount get; internal set;
public int Frequency get; internal set;
public WAV(byte[] wav)
// Determine if mono or stereo
ChannelCount = wav[22]; // Forget byte 23 as 99.999% of WAVs are 1 or 2 channels
// Get the frequency
Frequency = bytesToInt(wav, 24);
// Get past all the other sub chunks to get to the data subchunk:
int pos = 12; // First Subchunk ID from 12 to 16
// Keep iterating until we find the data chunk (i.e. 64 61 74 61 ...... (i.e. 100 97 116 97 in decimal))
while (!(wav[pos] == 100 && wav[pos + 1] == 97 && wav[pos + 2] == 116 && wav[pos + 3] == 97))
pos += 4;
int chunkSize = wav[pos] + wav[pos + 1] * 256 + wav[pos + 2] * 65536 + wav[pos + 3] * 16777216;
pos += 4 + chunkSize;
pos += 8;
// Pos is now positioned to start of actual sound data.
SampleCount = (wav.Length - pos) / 2; // 2 bytes per sample (16 bit sound mono)
if (ChannelCount == 2) SampleCount /= 2; // 4 bytes per sample (16 bit stereo)
// Allocate memory (right will be null if only mono sound)
LeftChannel = new float[SampleCount];
if (ChannelCount == 2) RightChannel = new float[SampleCount];
else RightChannel = null;
// Write to double array/s:
int i = 0;
while (pos < wav.Length)
LeftChannel[i] = bytesToFloat(wav[pos], wav[pos + 1]);
pos += 2;
if (ChannelCount == 2)
RightChannel[i] = bytesToFloat(wav[pos], wav[pos + 1]);
pos += 2;
i++;
//Merge left and right channels for stereo sound
if (ChannelCount == 2)
StereoChannel = new float[SampleCount * 2];
//Current position in our left and right channels
int channelPos = 0;
//After we've changed two values for our Stereochannel, we want to increase our channelPos
short posChange = 0;
for (int index = 0; index < (SampleCount * 2); index++)
if (index % 2 == 0)
StereoChannel[index] = LeftChannel[channelPos];
posChange++;
else
StereoChannel[index] = RightChannel[channelPos];
posChange++;
//Two values have been changed, so update our channelPos
if (posChange % 2 == 0)
if (channelPos < SampleCount)
channelPos++;
//Reset the counter for next iterations
posChange = 0;
else
StereoChannel = null;
Debug.Log($"mpegFile.Length=wav.Length,ChannelCount=ChannelCount,lenSample=LeftChannel.Length");
NLayer
// NLayer
// file => mp3 byte[] => MpegFile => ReadSamples => sample float[] => AudioClip
// 重点是ReadSamples方法的使用
using NLayer;
AudioClip LoadMp3Audio(byte[] audioBytes, string fileName)
System.IO.Stream memStream = new System.IO.MemoryStream(audioBytes);
var mpegFile = new MpegFile(memStream);
int lengthSamples = (int)(mpegFile.Length / sizeof(float) / mpegFile.Channels);
float[] samples = new float[lengthSamples * mpegFile.Channels];
int readCount = mpegFile.ReadSamples(samples, 0, lengthSamples * mpegFile.Channels);
AudioClip ac = AudioClip.Create(fileName, lengthSamples, mpegFile.Channels, mpegFile.SampleRate, false);
ac.SetData(samples, 0);
return ac;
// wav加载同NAudio部分
参考:
- https://www.jianshu.com/p/bf20e69f2cc4
- Audio - Import mp3 at runtime? - Unity Forum
- unity-load-mp3-at-runtime/Assets/NLayer at master · greggman/unity-load-mp3-at-runtime · GitHub
- (Solved)Load a 16bit .Wav file WITHOUT using WWW (at runtime) - Unity Forum
改进加载效果:
https://github.com/Cysharp/UniTask
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