unity使用NAudio/NVorbis加载外部音频文件

2017-11-30  本文已影响94人  萧非子

http://blog.csdn.net/qq992817263/article/details/54647741

原文链接:

http://gad.qq.com/article/detail/7182188

本文首发腾讯GAD开发者平台,未经允许,不得转载

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,顺便发篇博客分享一下。

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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  1. using

    NAudio;

  2. 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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  1. IWavePlayer waveOutDevice;

  2. AudioFileReader audioFileReader;

4.开始读取文件和播放音乐

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<embed id="ZeroClipboardMovie_3" src="http://static.blog.csdn.net/scripts/ZeroClipboard/ZeroClipboard.swf" loop="false" menu="false" quality="best" bgcolor="#ffffff" width="19" height="19" name="ZeroClipboardMovie_3" align="middle" allowscriptaccess="always" allowfullscreen="false" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" flashvars="id=3&width=19&height=19" wmode="transparent">

  1. void

    Start (){

  2. waveOutDevice =

    new

    WaveOut();

  3. audioFileReader =

    new

    AudioFileReader(@

    "D:\影音文件\音乐\BEYOND\黄家驹 - 总有爱.mp3"

    );

  4. waveOutDevice.Init(audioFileReader);

  5. waveOutDevice.Play();

  6. }

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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<embed id="ZeroClipboardMovie_4" src="http://static.blog.csdn.net/scripts/ZeroClipboard/ZeroClipboard.swf" loop="false" menu="false" quality="best" bgcolor="#ffffff" width="19" height="19" name="ZeroClipboardMovie_4" align="middle" allowscriptaccess="always" allowfullscreen="false" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" flashvars="id=4&width=19&height=19" wmode="transparent">

  1. void

    OnApplicationQuit()

  2. {

  3. if

    (waveOutDevice !=

    null

    )

  4. {

  5. waveOutDevice.Stop();

  6. }

  7. if

    (waveOutDevice !=

    null

    )

  8. {

  9. waveOutDevice.Dispose();

  10. waveOutDevice =

null

;
  1. }

  2. }

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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  1. using

    NVorbis;

  2. using

    NVorbis.NAudioSupport;

3. 加载ogg文件,并开始播放

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  1. void

    Start (){

  2. waveOutDevice =

    new

    WaveOut();

  3. VorbisWaveReader oggReader =

    new

    VorbisWaveReader(@

    "D:\侧田 - 感动.ogg"

    );

  4. waveOutDevice.Init(oggReader);

  5. waveOutDevice.Play();

  6. }

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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  1. /* From http://answers.unity3d.com/questions/737002/wav-byte-to-audioclip.html */

  2. public

    class

    WAV

  3. {

  4. // convert two bytes to one float in the range -1 to 1

  5. static

    float

    bytesToFloat(

    byte

    firstByte,

    byte

    secondByte)

  6. {

  7. // convert two bytes to one short (little endian)

  8. short

    s = (

    short

    )((secondByte << 8) | firstByte);

  9. // convert to range from -1 to (just below) 1

  10. return

    s / 32768.0F;

  11. }

  12. static

int

 bytesToInt(

byte

[] bytes, 

int

 offset = 0)
  1. {

  2. int

    value = 0;

  3. for

    (

int

 i = 0; i < 4; i++)
  1. {

  2. value |= ((

int

)bytes[offset + i]) << (i * 8);
  1. }

  2. return

    value;

  3. }

  4. // properties

  5. public

float

[] LeftChannel { 

get

; 

internal

set

; }
  1. public
float

[] RightChannel { 

get

; 

internal

set

; }
  1. public
int

 ChannelCount { 

get

; 

internal

set

; }
  1. public
int

 SampleCount { 

get

; 

internal

set

; }
  1. public
int

 Frequency { 

get

; 

internal

set

; }
  1. public

    WAV(

byte

[] wav)
  1. {

  2. // Determine if mono or stereo

  3. ChannelCount = wav[22];

// Forget byte 23 as 99.999% of WAVs are 1 or 2 channels
  1. // Get the frequency

  2. Frequency = bytesToInt(wav, 24);

  3. // Get past all the other sub chunks to get to the data subchunk:

  4. int

    pos = 12;

// First Subchunk ID from 12 to 16
  1. // Keep iterating until we find the data chunk (i.e. 64 61 74 61 ...... (i.e. 100 97 116 97 in decimal))

  2. while

    (!(wav[pos] == 100 && wav[pos + 1] == 97 && wav[pos + 2] == 116 && wav[pos + 3] == 97))

  3. {

  4. pos += 4;

  5. int

    chunkSize = wav[pos] + wav[pos + 1] * 256 + wav[pos + 2] * 65536 + wav[pos + 3] * 16777216;

  6. pos += 4 + chunkSize;

  7. }

  8. pos += 8;

  9. // Pos is now positioned to start of actual sound data.

  10. SampleCount = (wav.Length - pos) / 2;

// 2 bytes per sample (16 bit sound mono)
  1. if

    (ChannelCount == 2) SampleCount /= 2;

// 4 bytes per sample (16 bit stereo)
  1. // Allocate memory (right will be null if only mono sound)

  2. LeftChannel =

new

float

[SampleCount];
  1. if

    (ChannelCount == 2) RightChannel =

new

float

[SampleCount];
  1. else

    RightChannel =

null

;
  1. // Write to double array/s:

  2. int

    i = 0;

  3. int

    maxInput = wav.Length - (RightChannel ==

null

 ? 1 : 3);
  1. // while (pos < wav.Length)

  2. while

    ((i<SampleCount)&&( pos < maxInput))

  3. {

  4. LeftChannel[i] = bytesToFloat(wav[pos], wav[pos + 1]);

  5. pos += 2;

  6. if

    (ChannelCount == 2)

  7. {

  8. RightChannel[i] = bytesToFloat(wav[pos], wav[pos + 1]);

  9. pos += 2;

  10. }

  11. i++;

  12. }

  13. }

  14. public

override

string

 ToString()
  1. {

  2. return

string

.Format(

"[WAV: LeftChannel={0}, RightChannel={1}, ChannelCount={2}, SampleCount={3}, Frequency={4}]"

, LeftChannel,
  1. <span style=
"white-space:pre"

>      </span>RightChannel, ChannelCount, SampleCount, Frequency);
  1. }

  2. }

4.将wav字节数组转为AudioClip

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<embed id="ZeroClipboardMovie_8" src="http://static.blog.csdn.net/scripts/ZeroClipboard/ZeroClipboard.swf" loop="false" menu="false" quality="best" bgcolor="#ffffff" width="19" height="19" name="ZeroClipboardMovie_8" align="middle" allowscriptaccess="always" allowfullscreen="false" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" flashvars="id=8&width=19&height=19" wmode="transparent">

  1. public

    static

    AudioClip FromWavData(

    byte

    [] data)

  2. {

  3. WAV wav =

    new

    WAV(data);

  4. AudioClip audioClip = AudioClip.Create(

    "wavclip"

    , wav.SampleCount, 1, wav.Frequency,

    false

    );

  5. audioClip.SetData(wav.LeftChannel, 0);

  6. return

    audioClip;

  7. }

5.将MP3字节数组转为AudioClip

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<embed id="ZeroClipboardMovie_9" src="http://static.blog.csdn.net/scripts/ZeroClipboard/ZeroClipboard.swf" loop="false" menu="false" quality="best" bgcolor="#ffffff" width="19" height="19" name="ZeroClipboardMovie_9" align="middle" allowscriptaccess="always" allowfullscreen="false" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" flashvars="id=9&width=19&height=19" wmode="transparent">

  1. public

    static

    AudioClip FromMp3Data(

    byte

    [] data)

  2. {

  3. // Load the data into a stream

  4. MemoryStream mp3stream =

    new

    MemoryStream(data);

  5. // Convert the data in the stream to WAV format

  6. Mp3FileReader mp3audio =

    new

    Mp3FileReader(mp3stream);

  7. WaveStream waveStream = WaveFormatConversionStream.CreatePcmStream(mp3audio);

  8. // Convert to WAV data

  9. WAV wav =

new

 WAV(AudioMemStream(waveStream).ToArray());
  1. //Debug.Log(wav);

  2. AudioClip audioClip = AudioClip.Create(

"testSound"

, wav.SampleCount, 1, wav.Frequency, 

false

);
  1. audioClip.SetData(wav.LeftChannel, 0);

  2. // Return the clip

  3. return

    audioClip;

  4. }

  5. private

static

 MemoryStream AudioMemStream(WaveStream waveStream)
  1. {

  2. MemoryStream outputStream =

new

 MemoryStream();
  1. using

    (WaveFileWriter waveFileWriter =

new

 WaveFileWriter(outputStream, waveStream.WaveFormat))
  1. {

  2. byte

[] bytes = 

new

byte

[waveStream.Length];
  1. waveStream.Position = 0;

  2. waveStream.Read(bytes, 0, Convert.ToInt32(waveStream.Length));

  3. waveFileWriter.Write(bytes, 0, bytes.Length);

  4. waveFileWriter.Flush();

  5. }

  6. return

    outputStream;

  7. }

  8. }

6.将ogg字节数组转AudioClip,参考链接:

http://answers.unity3d.com/questions/499028/onaudioread-buffer-changing-sizes.htm

[csharp]

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<embed id="ZeroClipboardMovie_10" src="http://static.blog.csdn.net/scripts/ZeroClipboard/ZeroClipboard.swf" loop="false" menu="false" quality="best" bgcolor="#ffffff" width="19" height="19" name="ZeroClipboardMovie_10" align="middle" allowscriptaccess="always" allowfullscreen="false" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" flashvars="id=10&width=19&height=19" wmode="transparent">

  1. region ogg字节转AudioClip

  2. static

    NVorbis.VorbisReader vorbis;

  3. public

    static

    AudioClip FromOggData(

    byte

    [] data)

  4. {

  5. // Load the data into a stream

  6. MemoryStream oggstream =

    new

    MemoryStream(data);

  7. vorbis =

    new

    NVorbis.VorbisReader(oggstream,

    false

    );

  8. int

    samplecount = (

int

)(vorbis.SampleRate * vorbis.TotalTime.TotalSeconds);
  1. // AudioClip audioClip = AudioClip.Create("clip", samplecount, vorbis.Channels, vorbis.SampleRate, false, true, OnAudioRead, OnAudioSetPosition);

  2. AudioClip audioClip= AudioClip.Create(

"ogg clip"

, samplecount, vorbis.Channels, vorbis.SampleRate, 

false

, OnAudioRead);
  1. // Return the clip

  2. return

    audioClip;

  3. }

  4. static

void

 OnAudioRead(

float

[] data)
  1. {

  2. var f =

new

float

[data.Length];
  1. vorbis.ReadSamples(f, 0, data.Length);

  2. for

    (

int

 i = 0; i < data.Length; i++)
  1. {

  2. data[i] = f[i];

  3. }

  4. }

  5. static

void

 OnAudioSetPosition(

int

 newPosition)
  1. {

  2. vorbis.DecodedTime =

new

 TimeSpan(newPosition); 

//Only used to rewind the stream, we won't be seeking
  1. }

  2. 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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