Unity3D PC平台本身是支持直接用www读取本地ogg,wav的,但是并不能读取byte[],字节数组格式,这对用习惯了bass,fmod的人来说有点不方便。
搜了一圈发现了一个C#的音频库叫NAudio,开源并且免费。
简单粗暴的搞一份二进制release,然后nuget一下ogg扩展
Install-Package NAudio.Vorbis
使用方面参考了下面3个地址
简单来说新建一个NAudioPlayer.cs文件,内容如下
using UnityEngine;using System.IO;using System;using NAudio;using NAudio.Wave;public static class NAudioPlayer{ static NVorbis.VorbisReader vorbis; public static AudioClip FromOggData(byte[] data) { // Load the data into a stream MemoryStream oggstream = new MemoryStream(data); vorbis = new NVorbis.VorbisReader(oggstream, false); int samplecount = (int)(vorbis.SampleRate * vorbis.TotalTime.TotalSeconds); // AudioClip audioClip = AudioClip.Create("clip", samplecount, vorbis.Channels, vorbis.SampleRate, false, true, OnAudioRead, OnAudioSetPosition); AudioClip audioClip = AudioClip.Create("ogg clip", samplecount, vorbis.Channels, vorbis.SampleRate, false, OnAudioRead); // Return the clip return audioClip; } static void OnAudioRead(float[] data) { var f = new float[data.Length]; vorbis.ReadSamples(f, 0, data.Length); for (int i = 0; i < data.Length; i++) { data[i] = f[i]; } } static void OnAudioSetPosition(int newPosition) { vorbis.DecodedTime = new TimeSpan(newPosition); //Only used to rewind the stream, we won't be seeking } public static AudioClip FromWavData(byte[] data) { WAV wav = new WAV(data); AudioClip audioClip = AudioClip.Create("wavClip", wav.SampleCount, 1, wav.Frequency, false); audioClip.SetData(wav.LeftChannel, 0); return audioClip; } public static AudioClip FromMp3Data(byte[] data) { // Load the data into a stream MemoryStream mp3stream = new MemoryStream(data); // Convert the data in the stream to WAV format Mp3FileReader mp3audio = new Mp3FileReader(mp3stream); WaveStream waveStream = WaveFormatConversionStream.CreatePcmStream(mp3audio); // Convert to WAV data WAV wav = new WAV(AudioMemStream(waveStream).ToArray()); Debug.Log(wav); AudioClip audioClip = AudioClip.Create("mp3Clip", wav.SampleCount, 1, wav.Frequency, false); audioClip.SetData(wav.LeftChannel, 0); // Return the clip return audioClip; } private static MemoryStream AudioMemStream(WaveStream waveStream) { MemoryStream outputStream = new MemoryStream(); using (WaveFileWriter waveFileWriter = new WaveFileWriter(outputStream, waveStream.WaveFormat)) { byte[] bytes = new byte[waveStream.Length]; waveStream.Position = 0; waveStream.Read(bytes, 0, Convert.ToInt32(waveStream.Length)); waveFileWriter.Write(bytes, 0, bytes.Length); waveFileWriter.Flush(); } return outputStream; }}/* From http://answers.unity3d.com/questions/737002/wav-byte-to-audioclip.html */public class WAV{ // convert two bytes to one float in the range -1 to 1 static float bytesToFloat(byte firstByte, byte secondByte) { // convert two bytes to one short (little endian) short s = (short)((secondByte << 8) | firstByte); // convert to range from -1 to (just below) 1 return s / 32768.0F; } static int bytesToInt(byte[] bytes, int offset = 0) { int value = 0; for (int i = 0; i < 4; i++) { value |= ((int)bytes[offset + i]) << (i * 8); } return value; } // properties public float[] LeftChannel { get; internal set; } public float[] RightChannel { get; internal set; } public int ChannelCount { get; internal set; } public int SampleCount { get; internal set; } public int Frequency { get; internal set; } public WAV(byte[] wav) { // Determine if mono or stereo ChannelCount = wav[22]; // Forget byte 23 as 99.999% of WAVs are 1 or 2 channels // Get the frequency Frequency = bytesToInt(wav, 24); // Get past all the other sub chunks to get to the data subchunk: int pos = 12; // First Subchunk ID from 12 to 16 // Keep iterating until we find the data chunk (i.e. 64 61 74 61 ...... (i.e. 100 97 116 97 in decimal)) while (!(wav[pos] == 100 && wav[pos + 1] == 97 && wav[pos + 2] == 116 && wav[pos + 3] == 97)) { pos += 4; int chunkSize = wav[pos] + wav[pos + 1] * 256 + wav[pos + 2] * 65536 + wav[pos + 3] * 16777216; pos += 4 + chunkSize; } pos += 8; // Pos is now positioned to start of actual sound data. SampleCount = (wav.Length - pos) / 2; // 2 bytes per sample (16 bit sound mono) if (ChannelCount == 2) SampleCount /= 2; // 4 bytes per sample (16 bit stereo) // Allocate memory (right will be null if only mono sound) LeftChannel = new float[SampleCount]; if (ChannelCount == 2) RightChannel = new float[SampleCount]; else RightChannel = null; // Write to double array/s: int i = 0; int maxInput = wav.Length - (RightChannel == null ? 1 : 3); // while (pos < wav.Length) while ((i < SampleCount) && (pos < maxInput)) { LeftChannel[i] = bytesToFloat(wav[pos], wav[pos + 1]); pos += 2; if (ChannelCount == 2) { RightChannel[i] = bytesToFloat(wav[pos], wav[pos + 1]); pos += 2; } i++; } } public override string ToString() { return string.Format("[WAV: LeftChannel={0}, RightChannel={1}, ChannelCount={2}, SampleCount={3}, Frequency={4}]", LeftChannel, RightChannel, ChannelCount, SampleCount, Frequency); }}
再挂个AudioSource,简单粗暴读取文件,解码变为byte[]填充进AudioClip,播放即可
void PlayOGG(){ string path = Application.dataPath + "/../Audio/Music/a.ogg"; byte[] data = File.ReadAllBytes(path); audioSource.clip = NAudioPlayer.FromOggData(data); audioSource.Play();}void PlayMP3(){ string path = Application.dataPath + "/../Audio/Music/a.mp3"; byte[] data = File.ReadAllBytes(path); audioSource.clip = NAudioPlayer.FromMp3Data(data); audioSource.Play();}void PlayWAV(){ string path = Application.dataPath + "/../Audio/Music/a.wav"; byte[] data = File.ReadAllBytes(path); audioSource.clip = NAudioPlayer.FromWavData(data); audioSource.Play();}