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(); } }
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