Unity Microphone 無限時長錄制


 

原創文章:轉載請標明出處--博客園 Jason_c

 

Unity可以很方便的通過 Microphone.Start()方法來調用麥克風,但是有一個弊端是,必須傳入時長,這就很尷尬了,因為大多數時間,我們是不知道用戶需要何時關閉麥克風的,

這里提供一個解決思路:

1、將microphone設置為循環錄制,即:

Microphone.Start(micName, true,2,16000);  

  

2、每隔一定間隔讀取錄制好的數據,並將它緩存起來。

這里值得一提的是,如果每隔2秒保存一下音頻數據(因為我設置的錄制時間是2秒),

因為代碼運行也需要時間,會導致音頻數據損壞,聲音會出現明顯的斷層現象,所以這里將它分段保存就能解決這種問題,

當麥克風錄制的位置大於音頻的一半的時候,保存上一段音頻,當麥克風錄制完時,保存后一段音頻。

 

     bool isSaveFirstHalf = true;//將音頻從中間分生兩段,然后分段保存
        int micPosition;
        while (!isMicRecordFinished)
        {
            if (isSaveFirstHalf)
            {
                yield return new WaitUntil(() => { micPosition = Microphone.GetPosition(micName);return micPosition > length * 6 / 10 && micPosition < length; });//保存前半段
                micDataTemp = new float[length / 2];
                micClip.GetData(micDataTemp, 0);
                micDataList.AddRange(micDataTemp);
                isSaveFirstHalf = !isSaveFirstHalf;
            }
            else
            {
                yield return new WaitUntil(() => { micPosition = Microphone.GetPosition(micName); return micPosition > length / 10 && micPosition < length / 2; });//保存后半段
                micDataTemp = new float[length/2];
                micClip.GetData(micDataTemp, length / 2);
                micDataList.AddRange(micDataTemp);
                isSaveFirstHalf = !isSaveFirstHalf;
            }

        }

最后處理一下結束時的音頻

     micPosition = Microphone.GetPosition(micName);
        if (micPosition <= length)//前半段
        {
            micDataTemp = new float[micPosition/2];
            micClip.GetData(micDataTemp, 0);
        }
        else
        {
            micDataTemp = new float[micPosition - length/2];
            micClip.GetData(micDataTemp, length/2);
        }

  

3、最后通過保存的數據生成新的音頻,即:

AudioClip.Create("RecordClip", micDataList.Count, 1, 16000, false);

newAudioClip.SetData(micDataList.ToArray(), 0);

 

 

完整代碼如下:

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MicUnlimitedDuration : MonoBehaviour {
    public delegate void AudioRecordHandle(AudioClip audioClip);
    public AudioSource audioSource;

    AudioClip micClip;


    bool isMicRecordFinished= true;

    List<float> micDataList = new List<float>();
    float[] micDataTemp;

    string micName;

    public void StartMicrophone() {
        StopCoroutine(StartMicrophone(null, PlayAudioRecord));
        StartCoroutine(StartMicrophone(null, PlayAudioRecord));
    }


    IEnumerator StartMicrophone(string microphoneName,AudioRecordHandle  audioRecordFinishedEvent) {
        Debug.Log("Start Mic");
        micDataList = new List<float>();
        micName = microphoneName;
        micClip = Microphone.Start(micName, true,2,16000);
        isMicRecordFinished = false;
        int length = micClip.channels * micClip.samples;
        bool isSaveFirstHalf = true;//將音頻從中間分生兩段,然后分段保存
        int micPosition;
        while (!isMicRecordFinished)
        {
            if (isSaveFirstHalf)
            {
                yield return new WaitUntil(() => { micPosition = Microphone.GetPosition(micName);return micPosition > length * 6 / 10 && micPosition < length; });//保存前半段
                micDataTemp = new float[length / 2];
                micClip.GetData(micDataTemp, 0);
                micDataList.AddRange(micDataTemp);
                isSaveFirstHalf = !isSaveFirstHalf;
            }
            else
            {
                yield return new WaitUntil(() => { micPosition = Microphone.GetPosition(micName); return micPosition > length / 10 && micPosition < length / 2; });//保存后半段
                micDataTemp = new float[length/2];
                micClip.GetData(micDataTemp, length / 2);
                micDataList.AddRange(micDataTemp);
                isSaveFirstHalf = !isSaveFirstHalf;
            }

        }
        micPosition = Microphone.GetPosition(micName);
        if (micPosition <= length)//前半段
        {
            micDataTemp = new float[micPosition/2];
            micClip.GetData(micDataTemp, 0);
        }
        else
        {
            micDataTemp = new float[micPosition - length/2];
            micClip.GetData(micDataTemp, length/2);
        }
        micDataList.AddRange(micDataTemp);
        Microphone.End(micName);
        AudioClip newAudioClip = AudioClip.Create("RecordClip", micDataList.Count, 1, 16000, false);
        newAudioClip.SetData(micDataList.ToArray(), 0);
        audioRecordFinishedEvent(newAudioClip);
        Debug.Log("RecordEnd");
    }



    public void StopMicrophone()
    {
        Debug.Log("Stop mic");
        isMicRecordFinished = true;
    }

    void PlayAudioRecord(AudioClip newAudioClip)
    {
        audioSource.clip = newAudioClip;
        audioSource.Play();
    }
}

 

如果這篇文章對您有所幫助,打賞一下作者吧,碼字也挺辛苦的

 

                               


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