MicroPhone
类使用这个类可以使用连接的麦克风录制到AudioClip
。
您可以从devices
属性中获取已连接麦克风的列表,然后使用Start
和End
函数使用一个可用设备启动或结束录制会话。
Microphone
类录取保存到AudioClip
中的格式为PCM格式默认16000hz、16位、单通道,这些属性在转码时很关键。不管你是自己从Unity中拖音频文件到AudioClip
中还是用Unity中Microphone
类录制音频到AudioClip
,一定要知道AudioClip
中的音频编码格式。using UnityEngine;/// <summary>收录声音</summary>
public class RecordVoice
{public RecordVoice(){m_samplesLength = 128;DeviceNameMIC = Microphone.devices[0];//获取设备麦克风:"Built-in Microphone"LengthSec = 60;//ASR最长60秒Frequency = 16000;}/// <summary>录制的音频源</summary>protected AudioClip m_resultClip = null;/// <summary>是否正在计时</summary>protected bool m_isTiming = false;/// <summary>开始计时(录音)的应用时间</summary>protected float m_startTime;/// <summary>音频数据长度</summary>protected readonly int m_samplesLength;/// <summary>设备名麦克风</summary>public string DeviceNameMIC { get; set; }/// <summary>录音产生的AudioClip的长度</summary>public int LengthSec { get; set; }/// <summary>由录音产生的AudioClip的采样率</summary>public int Frequency { get; set; }#region Public/// <summary>开始</summary>public virtual void Start(){m_resultClip = Microphone.Start(DeviceNameMIC, false, LengthSec, Frequency);m_isTiming = true;m_startTime = Time.time;}/// <summary>结束</summary>public virtual void End(){Microphone.End(DeviceNameMIC);m_isTiming = false;}/// <summary>获取麦克风音量</summary>/// <returns>麦克风的音量数值</returns>public virtual float GetVolume(){float levelMax = 0;if (Microphone.IsRecording(DeviceNameMIC)){float[] samples = new float[m_samplesLength];int startPosition = Microphone.GetPosition(DeviceNameMIC) - (m_samplesLength + 1);if (startPosition >= 0){//当麦克风还未正式启动时,该值会为负值,AudioClip.GetData函数会报错m_resultClip.GetData(samples, startPosition);for (int i = 0; i < m_samplesLength; i++){float wavePeak = samples[i];if (levelMax < wavePeak){levelMax = wavePeak;}}levelMax = levelMax * 99;Debug.Log("麦克风音量:" + levelMax);}}return levelMax;}/// <summary>计时</summary>public virtual void KeepTime(){if (m_isTiming){//是否正在计时if (Time.time - m_startTime >= LengthSec){//时间到,结束录音End();Debug.Log("时间到!");}}}#endregion
}
另外,经过测试,设备名(DeviceNameMIC
)也可直接赋值为"Built-in Microphone"
,或null
。
Unity官方API(Microphone.Start)中:如果您为设备名传递一个null或空字符串,那么将使用默认麦克风。
本文发布于:2024-02-03 06:30:14,感谢您对本站的认可!
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