unity使用NAudio/NVorbis加载外部音频文件

发表于2017-01-06
评论2 7.2k浏览

首先说一下起因,我这里有需求将音频文件加密,所以一般的组件和www加载都不能使用,于是我需要一种新的方案来加载音频文件。于是我找到了一个开源的音频处理类库NAudio来处理MP3和wav的音频文件,同时我还需要使用到ogg的音频格式,后面还找到了NVorbis,我这里也是初步探索,下面就是我在unity中使用NAudio/NVorbis加载外部音频文件的方法


一、资料准备

1.NAudio的链接:http://naudio.codeplex.com/,里面有相关的介绍和详细的文档,对unity3d还有一个插件,https://www.assetstore.unity3d.com/en/#!/content/32034 ,我并没有机会下载下来学习一下,只是简单使用了NAudio的几个接口,后面有兴趣的可以和我一起研究一下NAudio。

2.NVorbis的链接:http://nvorbis.codeplex.com/ ,这里是支持ogg需要下载的类库,后面我实用到相关的接口,我再给出详细的文档链接。
3.从NAudio和NVorbis下载发布的dll文件放在unity中,NVorbis还需要导入NVorbis.NAudioSupport.dll后面需要使用NAudio来播放ogg,记得将unity的Api Compatibility Level 改为.NET 2.0。


二、在unity中播放外部的MP3音频文件
1.文档链接http://naudio.codeplex.com/wikipage?title=MP3 
2.使用命名空间

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using NAudio; 
using NAudio.Wave;

3.申请一个播放组件和一个音频文件读取

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IWavePlayer waveOutDevice; 
AudioFileReader audioFileReader;

4.开始读取文件和播放音乐

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void Start (){ 
        waveOutDevice = new WaveOut(); 
        audioFileReader = new AudioFileReader(@"D:影音文件音乐BEYOND黄家驹 - 总有爱.mp3"); 
        waveOutDevice.Init(audioFileReader); 
        waveOutDevice.Play(); 
    }

5.注意在程序中退出的关闭音乐播放组件,因为他并不是使用unity在播放声音,而且使用自带的组件播放的了

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void OnApplicationQuit() 
        if (waveOutDevice != null
        
            waveOutDevice.Stop(); 
        
        if (waveOutDevice != null
        
            waveOutDevice.Dispose(); 
            waveOutDevice = null
        
}

6. 还有这里加载wav也是同样可以播放的,同时应该也可以试试其他格式的音频比如aiff,但是不支持ogg,下面我会单独再来使用ogg。


三、在unity播放外部的ogg音频文件

1.文档链接:http://nvorbis.codeplex.com/documentation ,我这里还是会使用NAudio来播放
2.使用命名空间
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using NVorbis; 
using NVorbis.NAudioSupport;
3. 加载ogg文件,并开始播放
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void Start (){ 
        waveOutDevice = new WaveOut(); 
        VorbisWaveReader oggReader = new VorbisWaveReader(@"D:侧田 - 感动.ogg"); 
        waveOutDevice.Init(oggReader); 
        waveOutDevice.Play(); 
    }

四、将外部的音频文件转为unity的AudioClip

1.按着以上的方法来播放音乐是否感觉特别简单了,但是在实际使用中,如果是加载外部音频文件,我知道肯定有人还是觉得使用www来加载感觉更方便一些。于是我决定再来啰嗦一下,如果使用www外部加载时不能加载MP3格式的音频文件,但是目前MP3格式的音频文件确实最多的,还有一个重要因素是,我目前解密出来的音频文件是一堆字节数组,而且我也不知道不同音频应该怎样去解码,如果我再把字节数组去写成一个音频文件再用www来读取,那确实有点闲得蛋疼的感觉了。于是下面就是来实现怎样利用NAudio和NVorbis把一堆字节数组转成unity的AudioClip,使用unity的AudioSource来播放。

2. mp3/wav字节数组转AudioClip,具体给出代码来了,参考链接:http://gamedev.stackexchange.com/questions/114885/how-do-i-play-mp3-files-in-unity-standalone

3.自定义Wav格式,这里修复了RightChannel不为null时的最大输入判断

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   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;
           int maxInput = wav.Length - (RightChannel == null ? 1 : 3);
           // while (pos < wav.Length)
           while ((i
(ps.这里试了好多次都没有粘贴完全,我后面会增加一个脚本附件)
4.将wav字节数组转为AudioClip
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public static AudioClip FromWavData(byte[] data)
    {
        WAV wav = new WAV(data);
        AudioClip audioClip = AudioClip.Create("wavclip", wav.SampleCount, 1, wav.Frequency, false);
        audioClip.SetData(wav.LeftChannel, 0);
        return audioClip;
    }
5.将MP3字节数组转为AudioClip
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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("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;
        }
    }
6.将ogg字节数组转AudioClip,参考链接:http://answers.unity3d.com/questions/499028/onaudioread-buffer-changing-sizes.html
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#region ogg字节转AudioClip
        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, 0, data.Length);
            for (int i = 0; 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
        }
        #endregion
7.这里我给出了很多的相关链接,都是我在查找NAudio的资料,对我使用有帮助的一些文章,也分享给大家一起学习。而且NAudio好像还支持读取midi文件与合并mp3等很多功能,有兴趣可以持续关注。

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