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unity使用NAudio/NVorbis加载外部音频文件

unity使用NAudio/NVorbis加载外部音频文件

作者: 萧非子 | 来源:发表于2017-11-30 15:42 被阅读94次

    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

    [csharp]

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    <embed id="ZeroClipboardMovie_1" src="http://static.blog.csdn.net/scripts/ZeroClipboard/ZeroClipboard.swf" loop="false" menu="false" quality="best" bgcolor="#ffffff" width="19" height="19" name="ZeroClipboardMovie_1" align="middle" allowscriptaccess="always" allowfullscreen="false" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" flashvars="id=1&width=19&height=19" wmode="transparent">

    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

    [csharp]

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    <embed id="ZeroClipboardMovie_2" src="http://static.blog.csdn.net/scripts/ZeroClipboard/ZeroClipboard.swf" loop="false" menu="false" quality="best" bgcolor="#ffffff" width="19" height="19" name="ZeroClipboardMovie_2" align="middle" allowscriptaccess="always" allowfullscreen="false" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" flashvars="id=2&width=19&height=19" wmode="transparent">

    1. IWavePlayer waveOutDevice;

    2. AudioFileReader audioFileReader;

    4.开始读取文件和播放音乐

    [csharp]

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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

    [csharp]

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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

    [csharp]

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    <embed id="ZeroClipboardMovie_5" src="http://static.blog.csdn.net/scripts/ZeroClipboard/ZeroClipboard.swf" loop="false" menu="false" quality="best" bgcolor="#ffffff" width="19" height="19" name="ZeroClipboardMovie_5" align="middle" allowscriptaccess="always" allowfullscreen="false" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" flashvars="id=5&width=19&height=19" wmode="transparent">

    1. using

      NVorbis;

    2. using

      NVorbis.NAudioSupport;

    3. 加载ogg文件,并开始播放

    [csharp]

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    <embed id="ZeroClipboardMovie_6" src="http://static.blog.csdn.net/scripts/ZeroClipboard/ZeroClipboard.swf" loop="false" menu="false" quality="best" bgcolor="#ffffff" width="19" height="19" name="ZeroClipboardMovie_6" align="middle" allowscriptaccess="always" allowfullscreen="false" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" flashvars="id=6&width=19&height=19" wmode="transparent">

    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

    [csharp]

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    <embed id="ZeroClipboardMovie_7" src="http://static.blog.csdn.net/scripts/ZeroClipboard/ZeroClipboard.swf" loop="false" menu="false" quality="best" bgcolor="#ffffff" width="19" height="19" name="ZeroClipboardMovie_7" align="middle" allowscriptaccess="always" allowfullscreen="false" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" flashvars="id=7&width=19&height=19" wmode="transparent">

    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

    [csharp]

    view plain

    copy

    <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

    [csharp]

    view plain

    copy

    <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]

    view plain

    copy

    <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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