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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