Unity Microphone 无限时长录制
原创文章:转载请标明出处--博客园 Jason_c
Unity可以很方便的通过 Microphone.Start()方法来调用麦克风,但是有一个弊端是,必须传入时长,这就很尴尬了,因为大多数时间,我们是不知道用户需要何时关闭麦克风的,
这里提供一个解决思路:
1、将microphone设置为循环录制,即:
Microphone.Start(micName, true,2,16000);
2、每隔一定间隔读取录制好的数据,并将它缓存起来。
这里值得一提的是,如果每隔2秒保存一下音频数据(因为我设置的录制时间是2秒),
因为代码运行也需要时间,会导致音频数据损坏,声音会出现明显的断层现象,所以这里将它分段保存就能解决这种问题,
当麦克风录制的位置大于音频的一半的时候,保存上一段音频,当麦克风录制完时,保存后一段音频。
bool isSaveFirstHalf = true;//将音频从中间分生两段,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; } }
最后处理一下结束时的音频
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、最后通过保存的数据生成新的音频,即:
AudioClip.Create("RecordClip", micDataList.Count, 1, 16000, false); newAudioClip.SetData(micDataList.ToArray(), 0);
完整代码如下:
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;//将音频从中间分生两段,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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