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unity3d下byte[]位元組數組轉AudioClip

最近在做語音合成,涉及到在unity3d下byte[]位元組數組轉AudioClip,在這裡說一下大概的業務邏輯:

unity3d用戶端發送文本資料到wcf服務端,wcf服務端利用微軟的文字轉語音技術(涉及到的dll為DotNetSpeech.dll)轉換為wav格式的音頻檔案,再把音頻檔案轉為byte[]位元組數組傳回給unity3d用戶端,unity3d用戶端接收到byte[]位元組數組後轉換成AudioClip,然後提供給AudioSource進行播放

在這裡,我要講的轉換方法有兩種,方法一效果很好(不但可以轉wav格式的,還可以轉mp3格式的byte),方法二效果不好,播放時有雜音,下面進行一一介紹

方法一:

步驟如下:

1  下載下傳NAudio.dll動态連結庫

    下載下傳位址1:https://github.com/naudio/NAudio/releases

    下載下傳位址2:

     連結:https://pan.baidu.com/s/1ZfzQUwgh4gZXKJhmjZA9Rg 

     提取碼:ss42

2  把下載下傳的NAudio.dll放到Assets/Plugins目錄下,檔案夾Plugins需要自己建立,并把設定 unity3的API Compatiblity Level 為NET 2.0 (Edit->Project Settings->Player)

3  建立一個類,名為NAudioPlayer(注意,現在是轉wav格式的,要轉mp3的,需要把下面注釋的代碼開一下并做相應的修改)并編輯代碼如下:

using UnityEngine;
using System.IO;
using System;
using NAudio;
using NAudio.Wave;

public static class NAudioPlayer
{
    public static AudioClip FromWavData(byte[] buffer)
    {
        // 轉換mp3格式的代碼
        //MemoryStream mp3stream = new MemoryStream(buffer);
        // Convert the data in the stream to WAV format
        //Mp3FileReader mp3audio = new Mp3FileReader(mp3stream);
        
        //轉換wave格式的代碼
        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   調用如下:

public AudioClip GetAudioClipByByte(byte[] buffer)
    {
        AudioClip audioClip = NAudioPlayer.FromWavData(buffer);
        return audioClip;
    }
           

方式二:

步驟如下:

1    設定unity3d的 API Compatiblity Level 為NET 2.0 (Edit->Project Settings->Player)

2   建立一個名為WavUtility的類,并編輯如下:

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  調用如下:

public AudioClip GetAudioClipByByte(byte[] buffer)
    {
        AudioClip audioClip = WavUtility.ToAudioClip(buffer);
        return audioClip;
    }