mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 05:35:08 +00:00
190 lines
No EOL
6 KiB
C#
190 lines
No EOL
6 KiB
C#
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// Copyright (c) 2012 Calvin Rien
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// http://the.darktable.com
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//
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// This software is provided 'as-is', without any express or implied warranty. In
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// no event will the authors be held liable for any damages arising from the use
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// of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not claim
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// that you wrote the original software. If you use this software in a product,
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// an acknowledgment in the product documentation would be appreciated but is not
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// required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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// =============================================================================
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//
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// derived from Gregorio Zanon's script
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// http://forum.unity3d.com/threads/119295-Writing-AudioListener.GetOutputData-to-wav-problem?p=806734&viewfull=1#post806734
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//
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// Fork by R-WebsterNoble
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// Optimized! Now 20 times quicker
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// Easy to get byte[] instead of saving file
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// Note: GetWav() with trimming returns the full buffer with a load of zeros on the end.
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// Use the length out parameter to know where the data stops.
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//
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// RHeavenStudio
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// modified to use temporary cache path instead of persistent data path
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using System;
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using System.IO;
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using System.Text;
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using UnityEngine;
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public static class SavWav
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{
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private const uint HeaderSize = 44;
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private const float RescaleFactor = 32767; //to convert float to Int16
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public static void Save(string filename, AudioClip clip, bool trim = false)
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{
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string wavCachePath = Path.Combine(Application.temporaryCachePath, "savewav");
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if (!filename.ToLower().EndsWith(".wav"))
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{
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filename += ".wav";
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}
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var filepath = Path.Combine(wavCachePath, filename);
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// Make sure directory exists if user is saving to sub dir.
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if (!Directory.Exists(Path.GetDirectoryName(wavCachePath)))
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{
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Directory.CreateDirectory(Path.GetDirectoryName(wavCachePath));
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}
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using (var fileStream = new FileStream(filepath, FileMode.Create))
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using (var writer = new BinaryWriter(fileStream))
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{
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var wav = GetWav(clip, out var length, trim);
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writer.Write(wav, 0, (int)length);
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fileStream.Close();
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fileStream.Dispose();
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}
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}
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public static byte[] GetWav(AudioClip clip, out uint length, bool trim = false)
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{
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var data = ConvertAndWrite(clip, out length, out var samples, trim);
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WriteHeader(data, clip, length, samples);
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return data;
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}
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private static byte[] ConvertAndWrite(AudioClip clip, out uint length, out uint samplesAfterTrimming, bool trim)
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{
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var samples = new float[clip.samples * clip.channels];
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clip.GetData(samples, 0);
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var sampleCount = samples.Length;
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var start = 0;
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var end = sampleCount - 1;
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if (trim)
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{
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for (var i = 0; i < sampleCount; i++)
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{
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if ((short)(samples[i] * RescaleFactor) == 0)
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continue;
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start = i;
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break;
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}
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for (var i = sampleCount -1; i >= 0; i--)
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{
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if ((short)(samples[i] * RescaleFactor) == 0)
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continue;
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end = i;
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break;
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}
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}
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var buffer = new byte[(sampleCount * 2) + HeaderSize];
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var p = HeaderSize;
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for (var i = start; i <= end; i++)
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{
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var value = (short) (samples[i] * RescaleFactor);
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buffer[p++] = (byte) (value >> 0);
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buffer[p++] = (byte) (value >> 8);
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}
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length = p;
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samplesAfterTrimming = (uint) (end - start + 1);
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return buffer;
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}
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private static void AddDataToBuffer(byte[] buffer, ref uint offset, byte[] addBytes)
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{
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foreach (var b in addBytes)
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{
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buffer[offset++] = b;
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}
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}
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private static void WriteHeader(byte[] stream, AudioClip clip, uint length, uint samples)
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{
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var hz = (uint)clip.frequency;
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var channels = (ushort)clip.channels;
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var offset = 0u;
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var riff = Encoding.UTF8.GetBytes("RIFF");
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AddDataToBuffer(stream, ref offset, riff);
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var chunkSize = BitConverter.GetBytes(length - 8);
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AddDataToBuffer(stream, ref offset, chunkSize);
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var wave = Encoding.UTF8.GetBytes("WAVE");
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AddDataToBuffer(stream, ref offset, wave);
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var fmt = Encoding.UTF8.GetBytes("fmt ");
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AddDataToBuffer(stream, ref offset, fmt);
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var subChunk1 = BitConverter.GetBytes(16u);
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AddDataToBuffer(stream, ref offset, subChunk1);
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const ushort two = 2;
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const ushort one = 1;
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var audioFormat = BitConverter.GetBytes(one);
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AddDataToBuffer(stream, ref offset, audioFormat);
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var numChannels = BitConverter.GetBytes(channels);
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AddDataToBuffer(stream, ref offset, numChannels);
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var sampleRate = BitConverter.GetBytes(hz);
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AddDataToBuffer(stream, ref offset, sampleRate);
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var byteRate = BitConverter.GetBytes(hz * channels * 2); // sampleRate * bytesPerSample*number of channels, here 44100*2*2
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AddDataToBuffer(stream, ref offset, byteRate);
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var blockAlign = (ushort)(channels * 2);
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AddDataToBuffer(stream, ref offset, BitConverter.GetBytes(blockAlign));
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ushort bps = 16;
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var bitsPerSample = BitConverter.GetBytes(bps);
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AddDataToBuffer(stream, ref offset, bitsPerSample);
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var dataString = Encoding.UTF8.GetBytes("data");
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AddDataToBuffer(stream, ref offset, dataString);
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var subChunk2 = BitConverter.GetBytes(samples * 2);
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AddDataToBuffer(stream, ref offset, subChunk2);
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}
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} |