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Src/Unity/Scripts/AudioClip/AudioClipUtils.cs
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64
Src/Unity/Scripts/AudioClip/AudioClipUtils.cs
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using System.IO;
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using UnityEngine;
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namespace Net.BITKit
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{
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public static class AudioClipUtils
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{
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public static byte[] AudioClipToWavBytes(AudioClip clip)
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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 wavData = ConvertToWav(samples, clip.channels, clip.frequency);
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return wavData;
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}
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private static byte[] ConvertToWav(float[] samples, int channels, int sampleRate)
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{
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var stream = new MemoryStream();
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var writer = new BinaryWriter(stream);
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var byteRate = sampleRate * channels * 2;
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// 写入 WAV 文件头
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writer.Write(System.Text.Encoding.ASCII.GetBytes("RIFF"));
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writer.Write(0); // placeholder for total file size
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writer.Write(System.Text.Encoding.ASCII.GetBytes("WAVE"));
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// fmt 块
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writer.Write(System.Text.Encoding.ASCII.GetBytes("fmt "));
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writer.Write(16); // PCM
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writer.Write((short)1); // AudioFormat = PCM
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writer.Write((short)channels);
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writer.Write(sampleRate);
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writer.Write(byteRate);
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writer.Write((short)(channels * 2)); // Block align
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writer.Write((short)16); // Bits per sample
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// data 块
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writer.Write(System.Text.Encoding.ASCII.GetBytes("data"));
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writer.Write(0); // placeholder for data chunk size
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// 写入样本
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var sampleCount = samples.Length;
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for (var i = 0; i < sampleCount; i++)
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{
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var intData = (short)(samples[i] * short.MaxValue);
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writer.Write(intData);
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}
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// 回写文件长度
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writer.Seek(4, SeekOrigin.Begin);
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writer.Write((int)(stream.Length - 8)); // RIFF size
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writer.Seek(40, SeekOrigin.Begin);
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writer.Write((int)(stream.Length - 44)); // data chunk size
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writer.Flush();
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return stream.ToArray();
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}
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}
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}
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