PC平台在Unity3D中播放硬盘ogg,mp3,wav文件
Unity3D PC平台本身是支持直接用www读取本地ogg,wav的,但是并不能读取byte[],字节数组格式,这对用习惯了bass,fmod的人来说有点不方便。
搜了一圈发现了一个C#的音频库叫NAudio,开源并且免费。
https://archive.codeplex.com/?p=naudio
https://github.com/naudio/NAudio
简单粗暴的搞一份二进制release,然后nuget一下ogg扩展
Install-Package NAudio.Vorbis
使用方面参考了下面3个地址
https://blog.csdn.net/qq992817263/article/details/54647741
https://gamedev.stackexchange.com/questions/114885/how-do-i-play-mp3-files-in-unity-standalone
https://stackoverflow.com/questions/24624939/using-vorbis-and-naudio-to-play-ogg-files
简单来说新建一个NAudioPlayer.cs文件,内容如下
using UnityEngine;
using System.IO;
using System;
using NAudio;
using NAudio.Wave;
public static class NAudioPlayer
{
static NVorbis.VorbisReader vorbis;
public static AudioClip FromOggData(byte[] data)
{
// Load the data into a stream
MemoryStream oggstream = new MemoryStream(data);
vorbis = new NVorbis.VorbisReader(oggstream, false);
int samplecount = (int)(vorbis.SampleRate * vorbis.TotalTime.TotalSeconds);
// AudioClip audioClip = AudioClip.Create("clip", samplecount, vorbis.Channels, vorbis.SampleRate, false, true, OnAudioRead, OnAudioSetPosition);
AudioClip audioClip = AudioClip.Create("ogg clip", samplecount, vorbis.Channels, vorbis.SampleRate, false, OnAudioRead);
// Return the clip
return audioClip;
}
static void OnAudioRead(float[] data)
{
var f = new float[data.Length];
vorbis.ReadSamples(f, , data.Length);
; i < data.Length; i++)
{
data[i] = f[i];
}
}
static void OnAudioSetPosition(int newPosition)
{
vorbis.DecodedTime = new TimeSpan(newPosition); //Only used to rewind the stream, we won't be seeking
}
public static AudioClip FromWavData(byte[] data)
{
WAV wav = new WAV(data);
AudioClip audioClip = AudioClip.Create(, wav.Frequency, false);
audioClip.SetData(wav.LeftChannel, );
return audioClip;
}
public static AudioClip FromMp3Data(byte[] data)
{
// Load the data into a stream
MemoryStream mp3stream = new MemoryStream(data);
// Convert the data in the stream to WAV format
Mp3FileReader mp3audio = new Mp3FileReader(mp3stream);
WaveStream waveStream = WaveFormatConversionStream.CreatePcmStream(mp3audio);
// Convert to WAV data
WAV wav = new WAV(AudioMemStream(waveStream).ToArray());
Debug.Log(wav);
AudioClip audioClip = AudioClip.Create(, wav.Frequency, false);
audioClip.SetData(wav.LeftChannel, );
// 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 = ;
waveStream.Read(bytes, , Convert.ToInt32(waveStream.Length));
waveFileWriter.Write(bytes, , bytes.Length);
waveFileWriter.Flush();
}
return outputStream;
}
}
/* From http://answers.unity3d.com/questions/737002/wav-byte-to-audioclip.html */
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)
) | firstByte);
// convert to range from -1 to (just below) 1
return s / 32768.0F;
}
)
{
;
; i < ; i++)
{
value |= (();
}
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[]; // Forget byte 23 as 99.999% of WAVs are 1 or 2 channels
// Get the frequency
Frequency = bytesToInt(wav, );
// Get past all the other sub chunks to get to the data subchunk:
; // 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))
&& wav[pos + ] == && wav[pos + ] == && wav[pos + ] == ))
{
pos += ;
] * + wav[pos + ] * + wav[pos + ] * ;
pos += + chunkSize;
}
pos += ;
// Pos is now positioned to start of actual sound data.
SampleCount = (wav.Length - pos) / ; // 2 bytes per sample (16 bit sound mono)
) SampleCount /= ; // 4 bytes per sample (16 bit stereo)
// Allocate memory (right will be null if only mono sound)
LeftChannel = new float[SampleCount];
) RightChannel = new float[SampleCount];
else RightChannel = null;
// Write to double array/s:
;
: );
// while (pos < wav.Length)
while ((i < SampleCount) && (pos < maxInput))
{
LeftChannel[i] = bytesToFloat(wav[pos], wav[pos + ]);
pos += ;
)
{
RightChannel[i] = bytesToFloat(wav[pos], wav[pos + ]);
pos += ;
}
i++;
}
}
public override string ToString()
{
return string.Format("[WAV: LeftChannel={0}, RightChannel={1}, ChannelCount={2}, SampleCount={3}, Frequency={4}]", LeftChannel,
RightChannel, ChannelCount, SampleCount, Frequency);
}
}
再挂个AudioSource,简单粗暴读取文件,解码变为byte[]填充进AudioClip,播放即可
void PlayOGG()
{
string path = Application.dataPath + "/../Audio/Music/a.ogg";
byte[] data = File.ReadAllBytes(path);
audioSource.clip = NAudioPlayer.FromOggData(data);
audioSource.Play();
}
void PlayMP3()
{
string path = Application.dataPath + "/../Audio/Music/a.mp3";
byte[] data = File.ReadAllBytes(path);
audioSource.clip = NAudioPlayer.FromMp3Data(data);
audioSource.Play();
}
void PlayWAV()
{
string path = Application.dataPath + "/../Audio/Music/a.wav";
byte[] data = File.ReadAllBytes(path);
audioSource.clip = NAudioPlayer.FromWavData(data);
audioSource.Play();
}
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