【一天一个小知识10/20】Unity安卓获取麦克风并录音保存。
2021-10-20
10:42:16
#region 模块信息
// **********************************************************************
// Copyright (C) 2019 jiamiantech
// Please contact me if you have any questions
// File Name: Recording
// Author: romantic
// WeChat||QQ: at853394528 || 853394528
// **********************************************************************
#endregion
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class Recording : MonoBehaviour
{
public Text ShowTimeHint;//剩余时间的文字提示
public Button voiceBtn;
float tirecordingTimemer = 0;//录音时长限制
private string[] devices;
public AudioSource aud;
// Use this for initialization
void Start()
{
devices = Microphone.devices;
if (devices.Length != 0)
{
ShowTimeHint.text = "设备有麦克风:" + devices[0];
}
else
{
ShowTimeHint.text = "设备没有麦克风";
}
AddTriggersListener(voiceBtn.gameObject, EventTriggerType.PointerDown, (t) =>
{
Debug.Log("开始说话");
StartCoroutine("KeepTime");
//参数一:设备名字,null为默认设备;参数二:是否循环录制;参数三:录制时间(秒);参数四:音频率
aud.clip = Microphone.Start(devices[0], false, 15, 6000);
});
AddTriggersListener(voiceBtn.gameObject, EventTriggerType.PointerUp, (t) =>
{
Debug.Log("结束说话");
StopCoroutine("KeepTime");
Microphone.End(devices[0]);
//直接播放
aud.Play();
string byteStr = AudioToByte(aud);
Debug.Log(byteStr);
//传输给服务器
//GameManager.GetInstance.tcpClient.SendMeToServer(ProtoType.T_S_Voice, byteStr);
});
}
//把录好的音段转化为base64的string。测试过不转base64直接用byte[]也是可以的
public string AudioToByte(AudioSource audio)
{
float[] floatData = new float[audio.clip.samples * audio.clip.channels];
audio.clip.GetData(floatData, 0);
byte[] outData = new byte[floatData.Length];
Buffer.BlockCopy(floatData, 0, outData, 0, outData.Length);
return Convert.ToBase64String(outData);
}
//把base64的string转化为audioSource
public void ByteToAudio(AudioSource audioSource, string str)
{
byte[] bytes = Convert.FromBase64String(str);
float[] samples = new float[bytes.Length];
Buffer.BlockCopy(bytes, 0, samples, 0, bytes.Length);
audioSource.clip = AudioClip.Create("RecordClip", samples.Length, 1, 6000, false);
audioSource.clip.SetData(samples, 0);
audioSource.Play();
}
IEnumerator KeepTime()
{
for (tirecordingTimemer = 15; tirecordingTimemer >= 0; tirecordingTimemer -= Time.deltaTime)
{
if (tirecordingTimemer <= 15)
{
ShowTimeHint.text = "你还可以录 " + (int)tirecordingTimemer + " 秒";
if (tirecordingTimemer < 1)
{
ShowTimeHint.text = "时间到";
Microphone.End(devices[0]);
}
}
yield return 0;
}
}
//添加按钮监听类型
private void AddTriggersListener(GameObject obj, EventTriggerType eventID, UnityAction<BaseEventData> action)
{
EventTrigger trigger = obj.GetComponent<EventTrigger>();
if (trigger == null)
{
trigger = obj.AddComponent<EventTrigger>();
}
if (trigger.triggers.Count == 0)
{
trigger.triggers = new List<EventTrigger.Entry>();
}
UnityAction<BaseEventData> callback = new UnityAction<BaseEventData>(action);
EventTrigger.Entry entry = new EventTrigger.Entry();
entry.eventID = eventID;
entry.callback.AddListener(callback);
trigger.triggers.Add(entry);
}
}
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