Created
April 6, 2012 05:01
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Unity3D: script to save an AudioClip as a .wav file.
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// 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 | |
using System; | |
using System.IO; | |
using UnityEngine; | |
using System.Collections.Generic; | |
public static class SavWav { | |
const int HEADER_SIZE = 44; | |
public static bool Save(string filename, AudioClip clip) { | |
if (!filename.ToLower().EndsWith(".wav")) { | |
filename += ".wav"; | |
} | |
var filepath = Path.Combine(Application.persistentDataPath, filename); | |
Debug.Log(filepath); | |
// Make sure directory exists if user is saving to sub dir. | |
Directory.CreateDirectory(Path.GetDirectoryName(filepath)); | |
using (var fileStream = CreateEmpty(filepath)) { | |
ConvertAndWrite(fileStream, clip); | |
WriteHeader(fileStream, clip); | |
} | |
return true; // TODO: return false if there's a failure saving the file | |
} | |
public static AudioClip TrimSilence(AudioClip clip, float min) { | |
var samples = new float[clip.samples]; | |
clip.GetData(samples, 0); | |
return TrimSilence(new List<float>(samples), min, clip.channels, clip.frequency); | |
} | |
public static AudioClip TrimSilence(List<float> samples, float min, int channels, int hz) { | |
return TrimSilence(samples, min, channels, hz, false, false); | |
} | |
public static AudioClip TrimSilence(List<float> samples, float min, int channels, int hz, bool _3D, bool stream) { | |
int i; | |
for (i=0; i<samples.Count; i++) { | |
if (Mathf.Abs(samples[i]) > min) { | |
break; | |
} | |
} | |
samples.RemoveRange(0, i); | |
for (i=samples.Count - 1; i>0; i--) { | |
if (Mathf.Abs(samples[i]) > min) { | |
break; | |
} | |
} | |
samples.RemoveRange(i, samples.Count - i); | |
var clip = AudioClip.Create("TempClip", samples.Count, channels, hz, _3D, stream); | |
clip.SetData(samples.ToArray(), 0); | |
return clip; | |
} | |
static FileStream CreateEmpty(string filepath) { | |
var fileStream = new FileStream(filepath, FileMode.Create); | |
byte emptyByte = new byte(); | |
for(int i = 0; i < HEADER_SIZE; i++) //preparing the header | |
{ | |
fileStream.WriteByte(emptyByte); | |
} | |
return fileStream; | |
} | |
static void ConvertAndWrite(FileStream fileStream, AudioClip clip) { | |
var samples = new float[clip.samples]; | |
clip.GetData(samples, 0); | |
Int16[] intData = new Int16[samples.Length]; | |
//converting in 2 float[] steps to Int16[], //then Int16[] to Byte[] | |
Byte[] bytesData = new Byte[samples.Length * 2]; | |
//bytesData array is twice the size of | |
//dataSource array because a float converted in Int16 is 2 bytes. | |
int rescaleFactor = 32767; //to convert float to Int16 | |
for (int i = 0; i<samples.Length; i++) { | |
intData[i] = (short) (samples[i] * rescaleFactor); | |
Byte[] byteArr = new Byte[2]; | |
byteArr = BitConverter.GetBytes(intData[i]); | |
byteArr.CopyTo(bytesData, i * 2); | |
} | |
fileStream.Write(bytesData, 0, bytesData.Length); | |
} | |
static void WriteHeader(FileStream fileStream, AudioClip clip) { | |
var hz = clip.frequency; | |
var channels = clip.channels; | |
var samples = clip.samples; | |
fileStream.Seek(0, SeekOrigin.Begin); | |
Byte[] riff = System.Text.Encoding.UTF8.GetBytes("RIFF"); | |
fileStream.Write(riff, 0, 4); | |
Byte[] chunkSize = BitConverter.GetBytes(fileStream.Length - 8); | |
fileStream.Write(chunkSize, 0, 4); | |
Byte[] wave = System.Text.Encoding.UTF8.GetBytes("WAVE"); | |
fileStream.Write(wave, 0, 4); | |
Byte[] fmt = System.Text.Encoding.UTF8.GetBytes("fmt "); | |
fileStream.Write(fmt, 0, 4); | |
Byte[] subChunk1 = BitConverter.GetBytes(16); | |
fileStream.Write(subChunk1, 0, 4); | |
UInt16 two = 2; | |
UInt16 one = 1; | |
Byte[] audioFormat = BitConverter.GetBytes(one); | |
fileStream.Write(audioFormat, 0, 2); | |
Byte[] numChannels = BitConverter.GetBytes(channels); | |
fileStream.Write(numChannels, 0, 2); | |
Byte[] sampleRate = BitConverter.GetBytes(hz); | |
fileStream.Write(sampleRate, 0, 4); | |
Byte[] byteRate = BitConverter.GetBytes(hz * channels * 2); // sampleRate * bytesPerSample*number of channels, here 44100*2*2 | |
fileStream.Write(byteRate, 0, 4); | |
UInt16 blockAlign = (ushort) (channels * 2); | |
fileStream.Write(BitConverter.GetBytes(blockAlign), 0, 2); | |
UInt16 bps = 16; | |
Byte[] bitsPerSample = BitConverter.GetBytes(bps); | |
fileStream.Write(bitsPerSample, 0, 2); | |
Byte[] datastring = System.Text.Encoding.UTF8.GetBytes("data"); | |
fileStream.Write(datastring, 0, 4); | |
Byte[] subChunk2 = BitConverter.GetBytes(samples * channels * 2); | |
fileStream.Write(subChunk2, 0, 4); | |
// fileStream.Close(); | |
} | |
} |
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This code is just what I needed for our current project. Thank you very much!