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最近在做语音合成,涉及到在unity3d下byte[]字节数组转AudioClip,在这里说一下大概的业务逻辑:
unity3d客户端发送文本数据到wcf服务端,wcf服务端利用微软的文字转语音技术(涉及到的dll为DotNetSpeech.dll)转换为wav格式的音频文件,再把音频文件转为byte[]字节数组返回给unity3d客户端,unity3d客户端接收到byte[]字节数组后转换成AudioClip,然后提供给AudioSource进行播放
在这里,我要讲的转换方法有两种,方法一效果很好(不但可以转wav格式的,还可以转mp3格式的byte),方法二效果不好,播放时有杂音,下面进行一一介绍
方法一:
步骤如下:
1 下载NAudio.dll动态链接库
下载地址1:https://github.com/naudio/NAudio/releases
下载地址2:
链接:https://pan.baidu.com/s/1ZfzQUwgh4gZXKJhmjZA9Rg
提取码:ss42
2 把下载的NAudio.dll放到Assets/Plugins目录下,文件夹Plugins需要自己新建,并把设置 unity3的API Compatiblity Level 为NET 2.0 (Edit->Project Settings->Player)
3 新建一个类,名为NAudioPlayer(注意,现在是转wav格式的,要转mp3的,需要把下面注释的代码开一下并做相应的修改)并编辑代码如下:
- using UnityEngine;
- using System.IO;
- using System;
- using NAudio;
- using NAudio.Wave;
-
- public static class NAudioPlayer
- {
- public static AudioClip FromWavData(byte[] buffer)
- {
- // 转换mp3格式的代码
- //MemoryStream mp3stream = new MemoryStream(buffer);
- // Convert the data in the stream to WAV format
- //Mp3FileReader mp3audio = new Mp3FileReader(mp3stream);
-
- //转换wave格式的代码
- MemoryStream wavstream = new MemoryStream(buffer);
- WaveFileReader waveAudio = new WaveFileReader(wavstream);
-
-
-
- WaveStream waveStream = WaveFormatConversionStream.CreatePcmStream(waveAudio);
-
- // Convert to WAV data
- WAV wav = new WAV(AudioMemStream(waveStream).ToArray());
- Debug.Log(wav);
- AudioClip audioClip = AudioClip.Create("testSound", wav.SampleCount, 1, wav.Frequency, false);
- audioClip.SetData(wav.LeftChannel, 0);
- // Return the clip
- return audioClip;
- }
-
- private static MemoryStream AudioMemStream(WaveStream waveStream)
- {
- 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();
- }
- return outputStream;
- }
- }
-
- 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 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++;
- }
- }
-
- public override string ToString()
- {
- return string.Format("[WAV: LeftChannel={0}, RightChannel={1}, ChannelCount={2}, SampleCount={3}, Frequency={4}]", LeftChannel, RightChannel, ChannelCount, SampleCount, Frequency);
- }
- }
4 调用如下:
- public AudioClip GetAudioClipByByte(byte[] buffer)
- {
- AudioClip audioClip = NAudioPlayer.FromWavData(buffer);
- return audioClip;
- }
方式二:
步骤如下:
1 设置unity3d的 API Compatiblity Level 为NET 2.0 (Edit->Project Settings->Player)
2 新建一个名为WavUtility的类,并编辑如下:
- using UnityEngine;
- using System.Text;
- using System.IO;
- using System;
-
- /// <summary>
- /// WAV utility for recording and audio playback functions in Unity.
- /// Version: 1.0 alpha 1
- ///
- /// - Use "ToAudioClip" method for loading wav file / bytes.
- /// Loads .wav (PCM uncompressed) files at 8,16,24 and 32 bits and converts data to Unity's AudioClip.
- ///
- /// - Use "FromAudioClip" method for saving wav file / bytes.
- /// Converts an AudioClip's float data into wav byte array at 16 bit.
- /// </summary>
- /// <remarks>
- /// For documentation and usage examples: https://github.com/deadlyfingers/UnityWav
- /// </remarks>
-
- public class WavUtility
- {
- // Force save as 16-bit .wav
- const int BlockSize_16Bit = 2;
-
- /// <summary>
- /// Load PCM format *.wav audio file (using Unity's Application data path) and convert to AudioClip.
- /// </summary>
- /// <returns>The AudioClip.</returns>
- /// <param name="filePath">Local file path to .wav file</param>
- public static AudioClip ToAudioClip (string filePath)
- {
- if (!filePath.StartsWith (Application.persistentDataPath) && !filePath.StartsWith (Application.dataPath)) {
- Debug.LogWarning ("This only supports files that are stored using Unity's Application data path. \nTo load bundled resources use 'Resources.Load(\"filename\") typeof(AudioClip)' method. \nhttps://docs.unity3d.com/ScriptReference/Resources.Load.html");
- return null;
- }
- byte[] fileBytes = File.ReadAllBytes (filePath);
- return ToAudioClip (fileBytes, 0);
- }
-
- public static AudioClip ToAudioClip (byte[] fileBytes, int offsetSamples = 0, string name = "wav")
- {
- //string riff = Encoding.ASCII.GetString (fileBytes, 0, 4);
- //string wave = Encoding.ASCII.GetString (fileBytes, 8, 4);
- int subchunk1 = BitConverter.ToInt32 (fileBytes, 16);
- UInt16 audioFormat = BitConverter.ToUInt16 (fileBytes, 20);
-
- // NB: Only uncompressed PCM wav files are supported.
- string formatCode = FormatCode (audioFormat);
- Debug.AssertFormat (audioFormat == 1 || audioFormat == 65534, "Detected format code '{0}' {1}, but only PCM and WaveFormatExtensable uncompressed formats are currently supported.", audioFormat, formatCode);
-
- UInt16 channels = BitConverter.ToUInt16 (fileBytes, 22);
- int sampleRate = BitConverter.ToInt32 (fileBytes, 24);
- //int byteRate = BitConverter.ToInt32 (fileBytes, 28);
- //UInt16 blockAlign = BitConverter.ToUInt16 (fileBytes, 32);
- UInt16 bitDepth = BitConverter.ToUInt16 (fileBytes, 34);
-
- int headerOffset = 16 + 4 + subchunk1 + 4;
- int subchunk2 = BitConverter.ToInt32 (fileBytes, headerOffset);
- //Debug.LogFormat ("riff={0} wave={1} subchunk1={2} format={3} channels={4} sampleRate={5} byteRate={6} blockAlign={7} bitDepth={8} headerOffset={9} subchunk2={10} filesize={11}", riff, wave, subchunk1, formatCode, channels, sampleRate, byteRate, blockAlign, bitDepth, headerOffset, subchunk2, fileBytes.Length);
-
- float[] data;
- Debug.Log("bitDepth:"+bitDepth);
- switch (bitDepth) {
- case 8:
- data = Convert8BitByteArrayToAudioClipData (fileBytes, headerOffset, subchunk2);
- break;
- case 16:
- data = Convert16BitByteArrayToAudioClipData (fileBytes, headerOffset, subchunk2);
- break;
- case 24:
- data = Convert24BitByteArrayToAudioClipData (fileBytes, headerOffset, subchunk2);
- break;
- case 32:
- data = Convert32BitByteArrayToAudioClipData (fileBytes, headerOffset, subchunk2);
- break;
- default:
- throw new Exception (bitDepth + " bit depth is not supported.");
- }
-
- AudioClip audioClip = AudioClip.Create (name, data.Length, (int)channels, sampleRate, false);
- Debug.Log("name:"+name);
- Debug.Log("lengthSample:"+data.Length);
- Debug.Log("Chanel"+channels);
- Debug.Log("frequency:"+sampleRate);
- audioClip.SetData (data, 0);
- return audioClip;
- }
-
- #region wav file bytes to Unity AudioClip conversion methods
-
- private static float[] Convert8BitByteArrayToAudioClipData (byte[] source, int headerOffset, int dataSize)
- {
- int wavSize = BitConverter.ToInt32 (source, headerOffset);
- headerOffset += sizeof(int);
- Debug.AssertFormat (wavSize > 0 && wavSize == dataSize, "Failed to get valid 8-bit wav size: {0} from data bytes: {1} at offset: {2}", wavSize, dataSize, headerOffset);
-
- float[] data = new float[wavSize];
-
- sbyte maxValue = sbyte.MaxValue;
-
- int i = 0;
- while (i < wavSize) {
- data [i] = (float)source [i] / maxValue;
- ++i;
- }
-
- return data;
- }
-
- private static float[] Convert16BitByteArrayToAudioClipData (byte[] source, int headerOffset, int dataSize)
- {
- int wavSize = BitConverter.ToInt32 (source, headerOffset);
- headerOffset += sizeof(int);
- Debug.AssertFormat (wavSize > 0 && wavSize == dataSize, "Failed to get valid 16-bit wav size: {0} from data bytes: {1} at offset: {2}", wavSize, dataSize, headerOffset);
-
- int x = sizeof(Int16); // block size = 2
- int convertedSize = wavSize / x;
-
- float[] data = new float[convertedSize];
-
- Int16 maxValue = Int16.MaxValue;
-
- int offset = 0;
- int i = 0;
- while (i < convertedSize) {
- offset = i * x + headerOffset;
- data [i] = (float)BitConverter.ToInt16 (source, offset) / maxValue;
- ++i;
- }
-
- Debug.AssertFormat (data.Length == convertedSize, "AudioClip .wav data is wrong size: {0} == {1}", data.Length, convertedSize);
-
- return data;
- }
-
- private static float[] Convert24BitByteArrayToAudioClipData (byte[] source, int headerOffset, int dataSize)
- {
- int wavSize = BitConverter.ToInt32 (source, headerOffset);
- headerOffset += sizeof(int);
- Debug.AssertFormat (wavSize > 0 && wavSize == dataSize, "Failed to get valid 24-bit wav size: {0} from data bytes: {1} at offset: {2}", wavSize, dataSize, headerOffset);
-
- int x = 3; // block size = 3
- int convertedSize = wavSize / x;
-
- int maxValue = Int32.MaxValue;
-
- float[] data = new float[convertedSize];
-
- byte[] block = new byte[sizeof(int)]; // using a 4 byte block for copying 3 bytes, then copy bytes with 1 offset
-
- int offset = 0;
- int i = 0;
- while (i < convertedSize) {
- offset = i * x + headerOffset;
- Buffer.BlockCopy (source, offset, block, 1, x);
- data [i] = (float)BitConverter.ToInt32 (block, 0) / maxValue;
- ++i;
- }
-
- Debug.AssertFormat (data.Length == convertedSize, "AudioClip .wav data is wrong size: {0} == {1}", data.Length, convertedSize);
-
- return data;
- }
-
- private static float[] Convert32BitByteArrayToAudioClipData (byte[] source, int headerOffset, int dataSize)
- {
- int wavSize = BitConverter.ToInt32 (source, headerOffset);
- headerOffset += sizeof(int);
- Debug.AssertFormat (wavSize > 0 && wavSize == dataSize, "Failed to get valid 32-bit wav size: {0} from data bytes: {1} at offset: {2}", wavSize, dataSize, headerOffset);
-
- int x = sizeof(float); // block size = 4
- int convertedSize = wavSize / x;
-
- Int32 maxValue = Int32.MaxValue;
-
- float[] data = new float[convertedSize];
-
- int offset = 0;
- int i = 0;
- while (i < convertedSize) {
- offset = i * x + headerOffset;
- data [i] = (float)BitConverter.ToInt32 (source, offset) / maxValue;
- ++i;
- }
-
- Debug.AssertFormat (data.Length == convertedSize, "AudioClip .wav data is wrong size: {0} == {1}", data.Length, convertedSize);
-
- return data;
- }
-
- #endregion
-
- public static byte[] FromAudioClip (AudioClip audioClip)
- {
- string file;
- return FromAudioClip (audioClip, out file, false);
- }
-
- public static byte[] FromAudioClip (AudioClip audioClip, out string filepath, bool saveAsFile = true, string dirname = "recordings")
- {
- MemoryStream stream = new MemoryStream ();
-
- const int headerSize = 44;
-
- // get bit depth
- UInt16 bitDepth = 16; //BitDepth (audioClip);
-
- // NB: Only supports 16 bit
- //Debug.AssertFormat (bitDepth == 16, "Only converting 16 bit is currently supported. The audio clip data is {0} bit.", bitDepth);
-
- // total file size = 44 bytes for header format and audioClip.samples * factor due to float to Int16 / sbyte conversion
- int fileSize = audioClip.samples * BlockSize_16Bit + headerSize; // BlockSize (bitDepth)
-
- // chunk descriptor (riff)
- WriteFileHeader (ref stream, fileSize);
- // file header (fmt)
- WriteFileFormat (ref stream, audioClip.channels, audioClip.frequency, bitDepth);
- // data chunks (data)
- WriteFileData (ref stream, audioClip, bitDepth);
-
- byte[] bytes = stream.ToArray ();
-
- // Validate total bytes
- Debug.AssertFormat (bytes.Length == fileSize, "Unexpected AudioClip to wav format byte count: {0} == {1}", bytes.Length, fileSize);
-
- // Save file to persistant storage location
- if (saveAsFile) {
- filepath = string.Format ("{0}/{1}/{2}.{3}", Application.persistentDataPath, dirname, DateTime.UtcNow.ToString ("yyMMdd-HHmmss-fff"), "wav");
- Directory.CreateDirectory (Path.GetDirectoryName (filepath));
- File.WriteAllBytes (filepath, bytes);
- //Debug.Log ("Auto-saved .wav file: " + filepath);
- } else {
- filepath = null;
- }
-
- stream.Dispose ();
-
- return bytes;
- }
-
- #region write .wav file functions
-
- private static int WriteFileHeader (ref MemoryStream stream, int fileSize)
- {
- int count = 0;
- int total = 12;
-
- // riff chunk id
- byte[] riff = Encoding.ASCII.GetBytes ("RIFF");
- count += WriteBytesToMemoryStream (ref stream, riff, "ID");
-
- // riff chunk size
- int chunkSize = fileSize - 8; // total size - 8 for the other two fields in the header
- count += WriteBytesToMemoryStream (ref stream, BitConverter.GetBytes (chunkSize), "CHUNK_SIZE");
-
- byte[] wave = Encoding.ASCII.GetBytes ("WAVE");
- count += WriteBytesToMemoryStream (ref stream, wave, "FORMAT");
-
- // Validate header
- Debug.AssertFormat (count == total, "Unexpected wav descriptor byte count: {0} == {1}", count, total);
-
- return count;
- }
-
- private static int WriteFileFormat (ref MemoryStream stream, int channels, int sampleRate, UInt16 bitDepth)
- {
- int count = 0;
- int total = 24;
-
- byte[] id = Encoding.ASCII.GetBytes ("fmt ");
- count += WriteBytesToMemoryStream (ref stream, id, "FMT_ID");
-
- int subchunk1Size = 16; // 24 - 8
- count += WriteBytesToMemoryStream (ref stream, BitConverter.GetBytes (subchunk1Size), "SUBCHUNK_SIZE");
-
- UInt16 audioFormat = 1;
- count += WriteBytesToMemoryStream (ref stream, BitConverter.GetBytes (audioFormat), "AUDIO_FORMAT");
-
- UInt16 numChannels = Convert.ToUInt16 (channels);
- count += WriteBytesToMemoryStream (ref stream, BitConverter.GetBytes (numChannels), "CHANNELS");
-
- count += WriteBytesToMemoryStream (ref stream, BitConverter.GetBytes (sampleRate), "SAMPLE_RATE");
-
- int byteRate = sampleRate * channels * BytesPerSample (bitDepth);
- count += WriteBytesToMemoryStream (ref stream, BitConverter.GetBytes (byteRate), "BYTE_RATE");
-
- UInt16 blockAlign = Convert.ToUInt16 (channels * BytesPerSample (bitDepth));
- count += WriteBytesToMemoryStream (ref stream, BitConverter.GetBytes (blockAlign), "BLOCK_ALIGN");
-
- count += WriteBytesToMemoryStream (ref stream, BitConverter.GetBytes (bitDepth), "BITS_PER_SAMPLE");
-
- // Validate format
- Debug.AssertFormat (count == total, "Unexpected wav fmt byte count: {0} == {1}", count, total);
-
- return count;
- }
-
- private static int WriteFileData (ref MemoryStream stream, AudioClip audioClip, UInt16 bitDepth)
- {
- int count = 0;
- int total = 8;
-
- // Copy float[] data from AudioClip
- float[] data = new float[audioClip.samples * audioClip.channels];
- audioClip.GetData (data, 0);
-
- byte[] bytes = ConvertAudioClipDataToInt16ByteArray (data);
-
- byte[] id = Encoding.ASCII.GetBytes ("data");
- count += WriteBytesToMemoryStream (ref stream, id, "DATA_ID");
-
- int subchunk2Size = Convert.ToInt32 (audioClip.samples * BlockSize_16Bit); // BlockSize (bitDepth)
- count += WriteBytesToMemoryStream (ref stream, BitConverter.GetBytes (subchunk2Size), "SAMPLES");
-
- // Validate header
- Debug.AssertFormat (count == total, "Unexpected wav data id byte count: {0} == {1}", count, total);
-
- // Write bytes to stream
- count += WriteBytesToMemoryStream (ref stream, bytes, "DATA");
-
- // Validate audio data
- Debug.AssertFormat (bytes.Length == subchunk2Size, "Unexpected AudioClip to wav subchunk2 size: {0} == {1}", bytes.Length, subchunk2Size);
-
- return count;
- }
-
- private static byte[] ConvertAudioClipDataToInt16ByteArray (float[] data)
- {
- MemoryStream dataStream = new MemoryStream ();
-
- int x = sizeof(Int16);
-
- Int16 maxValue = Int16.MaxValue;
-
- int i = 0;
- while (i < data.Length) {
- dataStream.Write (BitConverter.GetBytes (Convert.ToInt16 (data [i] * maxValue)), 0, x);
- ++i;
- }
- byte[] bytes = dataStream.ToArray ();
-
- // Validate converted bytes
- Debug.AssertFormat (data.Length * x == bytes.Length, "Unexpected float[] to Int16 to byte[] size: {0} == {1}", data.Length * x, bytes.Length);
-
- dataStream.Dispose ();
-
- return bytes;
- }
-
- private static int WriteBytesToMemoryStream (ref MemoryStream stream, byte[] bytes, string tag = "")
- {
- int count = bytes.Length;
- stream.Write (bytes, 0, count);
- //Debug.LogFormat ("WAV:{0} wrote {1} bytes.", tag, count);
- return count;
- }
-
- #endregion
-
- /// <summary>
- /// Calculates the bit depth of an AudioClip
- /// </summary>
- /// <returns>The bit depth. Should be 8 or 16 or 32 bit.</returns>
- /// <param name="audioClip">Audio clip.</param>
- public static UInt16 BitDepth (AudioClip audioClip)
- {
- UInt16 bitDepth = Convert.ToUInt16 (audioClip.samples * audioClip.channels * audioClip.length / audioClip.frequency);
- Debug.AssertFormat (bitDepth == 8 || bitDepth == 16 || bitDepth == 32, "Unexpected AudioClip bit depth: {0}. Expected 8 or 16 or 32 bit.", bitDepth);
- return bitDepth;
- }
-
- private static int BytesPerSample (UInt16 bitDepth)
- {
- return bitDepth / 8;
- }
-
- private static int BlockSize (UInt16 bitDepth)
- {
- switch (bitDepth) {
- case 32:
- return sizeof(Int32); // 32-bit -> 4 bytes (Int32)
- case 16:
- return sizeof(Int16); // 16-bit -> 2 bytes (Int16)
- case 8:
- return sizeof(sbyte); // 8-bit -> 1 byte (sbyte)
- default:
- throw new Exception (bitDepth + " bit depth is not supported.");
- }
- }
-
- private static string FormatCode (UInt16 code)
- {
- switch (code) {
- case 1:
- return "PCM";
- case 2:
- return "ADPCM";
- case 3:
- return "IEEE";
- case 7:
- return "μ-law";
- case 65534:
- return "WaveFormatExtensable";
- default:
- Debug.LogWarning ("Unknown wav code format:" + code);
- return "";
- }
- }
-
- }
3 调用如下:
- public AudioClip GetAudioClipByByte(byte[] buffer)
- {
- AudioClip audioClip = WavUtility.ToAudioClip(buffer);
- return audioClip;
- }
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