190 lines
6 KiB
C#
190 lines
6 KiB
C#
|
|
// Copyright (c) 2012 Calvin Rien
|
|
// http://the.darktable.com
|
|
//
|
|
// This software is provided 'as-is', without any express or implied warranty. In
|
|
// no event will the authors be held liable for any damages arising from the use
|
|
// of this software.
|
|
//
|
|
// Permission is granted to anyone to use this software for any purpose,
|
|
// including commercial applications, and to alter it and redistribute it freely,
|
|
// subject to the following restrictions:
|
|
//
|
|
// 1. The origin of this software must not be misrepresented; you must not claim
|
|
// that you wrote the original software. If you use this software in a product,
|
|
// an acknowledgment in the product documentation would be appreciated but is not
|
|
// required.
|
|
//
|
|
// 2. Altered source versions must be plainly marked as such, and must not be
|
|
// misrepresented as being the original software.
|
|
//
|
|
// 3. This notice may not be removed or altered from any source distribution.
|
|
//
|
|
// =============================================================================
|
|
//
|
|
// derived from Gregorio Zanon's script
|
|
// http://forum.unity3d.com/threads/119295-Writing-AudioListener.GetOutputData-to-wav-problem?p=806734&viewfull=1#post806734
|
|
|
|
//
|
|
// Fork by R-WebsterNoble
|
|
// Optimized! Now 20 times quicker
|
|
// Easy to get byte[] instead of saving file
|
|
|
|
// Note: GetWav() with trimming returns the full buffer with a load of zeros on the end.
|
|
// Use the length out parameter to know where the data stops.
|
|
//
|
|
|
|
// RHeavenStudio
|
|
// modified to use temporary cache path instead of persistent data path
|
|
|
|
using System;
|
|
using System.IO;
|
|
using System.Text;
|
|
using UnityEngine;
|
|
|
|
public static class SavWav
|
|
{
|
|
private const uint HeaderSize = 44;
|
|
private const float RescaleFactor = 32767; //to convert float to Int16
|
|
|
|
public static void Save(string filename, AudioClip clip, bool trim = false)
|
|
{
|
|
string wavCachePath = Path.Combine(Application.temporaryCachePath, "savewav");
|
|
if (!filename.ToLower().EndsWith(".wav"))
|
|
{
|
|
filename += ".wav";
|
|
}
|
|
|
|
var filepath = Path.Combine(wavCachePath, filename);
|
|
|
|
// Make sure directory exists if user is saving to sub dir.
|
|
if (!Directory.Exists(Path.GetDirectoryName(wavCachePath)))
|
|
{
|
|
Directory.CreateDirectory(Path.GetDirectoryName(wavCachePath));
|
|
}
|
|
|
|
using (var fileStream = new FileStream(filepath, FileMode.Create))
|
|
using (var writer = new BinaryWriter(fileStream))
|
|
{
|
|
var wav = GetWav(clip, out var length, trim);
|
|
writer.Write(wav, 0, (int)length);
|
|
fileStream.Close();
|
|
fileStream.Dispose();
|
|
}
|
|
}
|
|
|
|
public static byte[] GetWav(AudioClip clip, out uint length, bool trim = false)
|
|
{
|
|
var data = ConvertAndWrite(clip, out length, out var samples, trim);
|
|
|
|
WriteHeader(data, clip, length, samples);
|
|
|
|
return data;
|
|
}
|
|
|
|
private static byte[] ConvertAndWrite(AudioClip clip, out uint length, out uint samplesAfterTrimming, bool trim)
|
|
{
|
|
var samples = new float[clip.samples * clip.channels];
|
|
|
|
clip.GetData(samples, 0);
|
|
|
|
var sampleCount = samples.Length;
|
|
|
|
var start = 0;
|
|
var end = sampleCount - 1;
|
|
|
|
if (trim)
|
|
{
|
|
for (var i = 0; i < sampleCount; i++)
|
|
{
|
|
if ((short)(samples[i] * RescaleFactor) == 0)
|
|
continue;
|
|
|
|
start = i;
|
|
break;
|
|
}
|
|
|
|
for (var i = sampleCount -1; i >= 0; i--)
|
|
{
|
|
if ((short)(samples[i] * RescaleFactor) == 0)
|
|
continue;
|
|
|
|
end = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
var buffer = new byte[(sampleCount * 2) + HeaderSize];
|
|
|
|
var p = HeaderSize;
|
|
for (var i = start; i <= end; i++)
|
|
{
|
|
var value = (short) (samples[i] * RescaleFactor);
|
|
buffer[p++] = (byte) (value >> 0);
|
|
buffer[p++] = (byte) (value >> 8);
|
|
}
|
|
|
|
length = p;
|
|
samplesAfterTrimming = (uint) (end - start + 1);
|
|
return buffer;
|
|
}
|
|
|
|
private static void AddDataToBuffer(byte[] buffer, ref uint offset, byte[] addBytes)
|
|
{
|
|
foreach (var b in addBytes)
|
|
{
|
|
buffer[offset++] = b;
|
|
}
|
|
}
|
|
|
|
private static void WriteHeader(byte[] stream, AudioClip clip, uint length, uint samples)
|
|
{
|
|
var hz = (uint)clip.frequency;
|
|
var channels = (ushort)clip.channels;
|
|
|
|
var offset = 0u;
|
|
|
|
var riff = Encoding.UTF8.GetBytes("RIFF");
|
|
AddDataToBuffer(stream, ref offset, riff);
|
|
|
|
var chunkSize = BitConverter.GetBytes(length - 8);
|
|
AddDataToBuffer(stream, ref offset, chunkSize);
|
|
|
|
var wave = Encoding.UTF8.GetBytes("WAVE");
|
|
AddDataToBuffer(stream, ref offset, wave);
|
|
|
|
var fmt = Encoding.UTF8.GetBytes("fmt ");
|
|
AddDataToBuffer(stream, ref offset, fmt);
|
|
|
|
var subChunk1 = BitConverter.GetBytes(16u);
|
|
AddDataToBuffer(stream, ref offset, subChunk1);
|
|
|
|
const ushort two = 2;
|
|
const ushort one = 1;
|
|
|
|
var audioFormat = BitConverter.GetBytes(one);
|
|
AddDataToBuffer(stream, ref offset, audioFormat);
|
|
|
|
var numChannels = BitConverter.GetBytes(channels);
|
|
AddDataToBuffer(stream, ref offset, numChannels);
|
|
|
|
var sampleRate = BitConverter.GetBytes(hz);
|
|
AddDataToBuffer(stream, ref offset, sampleRate);
|
|
|
|
var byteRate = BitConverter.GetBytes(hz * channels * 2); // sampleRate * bytesPerSample*number of channels, here 44100*2*2
|
|
AddDataToBuffer(stream, ref offset, byteRate);
|
|
|
|
var blockAlign = (ushort)(channels * 2);
|
|
AddDataToBuffer(stream, ref offset, BitConverter.GetBytes(blockAlign));
|
|
|
|
ushort bps = 16;
|
|
var bitsPerSample = BitConverter.GetBytes(bps);
|
|
AddDataToBuffer(stream, ref offset, bitsPerSample);
|
|
|
|
var dataString = Encoding.UTF8.GetBytes("data");
|
|
AddDataToBuffer(stream, ref offset, dataString);
|
|
|
|
var subChunk2 = BitConverter.GetBytes(samples * 2);
|
|
AddDataToBuffer(stream, ref offset, subChunk2);
|
|
}
|
|
} |