Unity 基础 之 Microphone 麦克风的简单方便调用的封装

您所在的位置:网站首页 安卓调用话筒输入代码 Unity 基础 之 Microphone 麦克风的简单方便调用的封装

Unity 基础 之 Microphone 麦克风的简单方便调用的封装

2024-07-11 21:32| 来源: 网络整理| 查看: 265

Unity 基础  之  Microphone 麦克风的简单方便调用的封装

 

目录

Unity 基础  之  Microphone 麦克风的简单方便调用的封装

一、简单介绍

二、实现原理

三、注意事项

四、实现步骤

六、关键代码

 

一、简单介绍

Unity中的一些基础知识点。

本节介绍,在Unity中调用 麦克风,进行了录音说话,并且播放出来的功能封装,仅供参考。

 

二、实现原理

1、获取麦克风,Microphone.devices

2、开始录音,Microphone.Start

3、结束录音,Microphone.End

 

三、注意事项

1、本文默认开启 0 号 Microphone 麦克风,进行录音测试

2、设置了默认录音时长为 10 秒,可以根据需要做修改

 

四、实现步骤

1、打开Unity,新建一个空工程

 

2、在工程中,添加脚本,封装 Microphone 和测试 Microphone 封装的类

 

3、在场景中,添加一个按钮测试录音

 

4、把测试脚本,挂载到 Button 上

 

5、运行场景(或者打包),测试即可

 

六、关键代码

1、MicrophoneWrapper

using System; using UnityEngine; public class MicrophoneWrapper : MonoSingleton { private string TAG = "MicrophoneWrapper: "; //标记是否有麦克风 private bool isHaveMic = false; //当前录音设备名称 string currentDeviceName = string.Empty; //录音频率,控制录音质量(8000,16000) int recordFrequency = 8000; //上次按下时间戳 double lastPressTimestamp = 0; //表示录音的最大时长 int recordMaxLength = 10; //实际录音长度(由于unity的录音需先指定长度,导致识别上传时候会上传多余的无效字节) //通过该字段,获取有效录音长度,上传时候剪切到无效的字节数据即可 int trueLength = 0; //存储录音的片段 [HideInInspector] public AudioClip saveAudioClip; // Start is called before the first frame update void Start() { } public void Init() { //获取麦克风设备,判断是否有麦克风设备 if (Microphone.devices.Length > 0) { isHaveMic = true; currentDeviceName = Microphone.devices[0]; } else { Debug.Log(TAG + " Microphone.devices is null(0) "); } } /// /// 按下录音按钮 /// /// public void OnStartRecord() { StartRecording(); } /// /// 放开录音按钮 /// /// public AudioClip OnStopRecord() { trueLength = EndRecording(); if (trueLength > 1) { Debug.Log(TAG+ " return AudioClip data "); return saveAudioClip; } Debug.Log(TAG + " return AudioClip is null "); return null; } /// /// 开始录音 /// /// /// /// /// private bool StartRecording(bool isLoop = false) //8000,16000 { Debug.Log(TAG+"StartRecording "); if (isHaveMic == false || Microphone.IsRecording(currentDeviceName)) { return false; } //开始录音 /* * public static AudioClip Start(string deviceName, bool loop, int lengthSec, int frequency); * deviceName 录音设备名称. * loop 如果达到长度,是否继续记录 * lengthSec 指定录音的长度. * frequency 音频采样率 */ lastPressTimestamp = GetTimestampOfNowWithMillisecond(); saveAudioClip = Microphone.Start(currentDeviceName, isLoop, recordMaxLength, recordFrequency); return true; } /// /// 录音结束,返回实际的录音时长 /// /// private int EndRecording() { Debug.Log(TAG+"EndRecording "); if (isHaveMic == false || !Microphone.IsRecording(currentDeviceName)) { Debug.Log(TAG + "EndRecording Failed "); return 0; } //结束录音 Microphone.End(currentDeviceName); //向上取整,避免遗漏录音末尾 return Mathf.CeilToInt((float)(GetTimestampOfNowWithMillisecond() - lastPressTimestamp) / 1000f); } /// /// 获取毫秒级别的时间戳,用于计算按下录音时长 /// /// private double GetTimestampOfNowWithMillisecond() { return (DateTime.Now.ToUniversalTime().Ticks - 621355968000000000) / 10000; } }

 

 

2、Test_MicrophoneWrapper

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; [RequireComponent(typeof(AudioSource))] public class Test_MicrophoneWrapper : MonoBehaviour,IPointerDownHandler,IPointerUpHandler { private AudioSource mAudioSource; private AudioClip mAudioClip; // Start is called before the first frame update void Start() { MicrophoneWrapper.Instance.Init(); mAudioSource = GetComponent(); } public void OnPointerDown(PointerEventData eventData) { this.transform.GetChild(0).GetComponent().text = "松开播放"; MicrophoneWrapper.Instance.OnStartRecord(); } public void OnPointerUp(PointerEventData eventData) { this.transform.GetChild(0).GetComponent().text = "按下说话录音"; mAudioClip = MicrophoneWrapper.Instance.OnStopRecord(); if (mAudioSource != null && mAudioClip != null) { mAudioSource.PlayOneShot(mAudioClip); } else { Debug.Log(" mAudioSource or mAudioClip is null "); } } }

 

 

3、MonoSingleton

using UnityEngine; public abstract class MonoSingleton : MonoBehaviour where T : MonoBehaviour { private static T instance = null; private static readonly object locker = new object(); private static bool bAppQuitting; public static T Instance { get { if (bAppQuitting) { instance = null; return instance; } lock (locker) { if (instance == null) { // 保证场景中只有一个 单例 T[] managers = Object.FindObjectsOfType(typeof(T)) as T[]; if (managers.Length != 0) { if (managers.Length == 1) { instance = managers[0]; instance.gameObject.name = typeof(T).Name; return instance; } else { Debug.LogError("Class " + typeof(T).Name + " exists multiple times in violation of singleton pattern. Destroying all copies"); foreach (T manager in managers) { Destroy(manager.gameObject); } } } var singleton = new GameObject(); instance = singleton.AddComponent(); singleton.name = "(singleton)" + typeof(T); singleton.hideFlags = HideFlags.None; DontDestroyOnLoad(singleton); } instance.hideFlags = HideFlags.None; return instance; } } } protected virtual void Awake() { bAppQuitting = false; } protected virtual void OnDestroy() { bAppQuitting = true; } }

 

 



【本文地址】


今日新闻


推荐新闻


CopyRight 2018-2019 办公设备维修网 版权所有 豫ICP备15022753号-3