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using System;
using System.IO;
using UnityEngine;
using System.Collections.Generic;
using NAudio.Wave;
using NAudio.Lame;
public static class SaveAudio {
public enum Savetype
{
wav,
mp3
}
//static int normalBitrate = 128;
//static int GoodBitrate = 320;
static int HEADER_SIZE = 44;
//static int outputRate = 44100;
static int outputRate = 48000;
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, stream);
clip.SetData(samples.ToArray(), 0);
return clip;
}
public 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;
}
public 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);
}
public static void ConvertAndWrite(FileStream fileStream,float[] dataSource ,Savetype type)
{
Int16[] intData = new Int16[dataSource.Length];
Byte[] bytesData = new Byte[dataSource.Length * 2];
int rescaleFactor = 32767;
for (int i = 0; i < dataSource.Length; i++)
{
intData[i] = (short)(dataSource[i] * rescaleFactor);
Byte[] byteArr = new Byte[2];
byteArr = BitConverter.GetBytes(intData[i]);
byteArr.CopyTo(bytesData, i * 2);
}
switch(type)
{
case Savetype.wav:
fileStream.Write(bytesData, 0, bytesData.Length);
break;
case Savetype.mp3:
if (lameMP3temp == null)
lameMP3temp = new LameMP3FileWriter(fileStream, new WaveFormat(), 128);
if (lameMP3temp !=null)
lameMP3temp.Write(bytesData, 0, bytesData.Length);
break;
default:
//fileStream.Write(bytesData, 0, bytesData.Length);
break;
}
}
private static LameMP3FileWriter lameMP3temp;
public 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();
}
public static void WriteHeader(FileStream fileStream, Savetype audiotype)
{
if(audiotype == Savetype.mp3)
{
lameMP3temp.Flush();
lameMP3temp.Dispose();
lameMP3temp.Close();
fileStream.Close();
lameMP3temp = null;
return;
}
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(two);
fileStream.Write(numChannels, 0, 2);
outputRate = AudioSettings.GetConfiguration().sampleRate;
Byte[] sampleRate = BitConverter.GetBytes(outputRate);
fileStream.Write(sampleRate, 0, 4);
Byte[] byteRate = BitConverter.GetBytes(outputRate * 4);
// sampleRate * bytesPerSample*number of channels, here 44100*2*2
fileStream.Write(byteRate, 0, 4);
UInt16 four = 4;
Byte[] blockAlign = BitConverter.GetBytes(four);
fileStream.Write(blockAlign, 0, 2);
UInt16 sixteen = 16;
Byte[] bitsPerSample = BitConverter.GetBytes(sixteen);
fileStream.Write(bitsPerSample, 0, 2);
Byte[] dataString = System.Text.Encoding.UTF8.GetBytes("data");
fileStream.Write(dataString, 0, 4);
Byte[] subChunk2 = BitConverter.GetBytes(fileStream.Length - HEADER_SIZE);
fileStream.Write(subChunk2, 0, 4);
fileStream.Close();
}
/*
private static void ConvertAndWrite (AudioClip clip, string path, int bitRate, FileStream fileStream)
{
var samples = new float[fileStream.Length - HEADER_SIZE];
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.
float 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);
}
File.WriteAllBytes (path, ConvertWavToMp3 (bytesData,bitRate));
}
*/
}