using System; using System.Collections; using System.Collections.Generic; using System.IO; using UnityEditor; using UnityEngine; /// /// Allows for saving audio clips to wav file. /// Code found here: https://gist.github.com/darktable/2317063 /// public static class SavWav { const int HEADER_SIZE = 44; struct ClipData { public int samples; public int channels; public float[] samplesData; } public static AudioClip Save(string path, AudioClip clip) { var assetPath = path.Trim('/') + "/" + clip.name + ".wav"; var filepath = Directory.GetParent(Application.dataPath) + "/" + path.Trim('/') + "/" + clip.name + ".wav"; Debug.Log(filepath); Debug.Log(assetPath); AssetDatabase.DeleteAsset(assetPath); // Make sure directory exists if user is saving to sub dir. ClipData clipdata = new ClipData(); clipdata.samples = clip.samples; clipdata.channels = clip.channels; float[] dataFloat = new float[clip.samples * clip.channels]; clip.GetData(dataFloat, 0); clipdata.samplesData = dataFloat; using (var fileStream = CreateEmpty(filepath)) { MemoryStream memstrm = new MemoryStream(); ConvertAndWrite(memstrm, clipdata); memstrm.WriteTo(fileStream); WriteHeader(fileStream, clip); } AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.ForceUpdate); AssetDatabase.Refresh(); return (AudioClip)AssetDatabase.LoadAssetAtPath(assetPath, typeof(AudioClip)); } public static AudioClip TrimSilence(AudioClip clip, float min) { var samples = new float[clip.samples]; clip.GetData(samples, 0); return TrimSilence(new List(samples), min, clip.channels, clip.frequency); } public static AudioClip TrimSilence(List samples, float min, int channels, int hz) { return TrimSilence(samples, min, channels, hz, false, false); } public static AudioClip TrimSilence(List 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, _3D, stream); clip.SetData(samples.ToArray(), 0); return clip; } 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; } static void ConvertAndWrite(MemoryStream memStream, ClipData clipData) { float[] samples = new float[clipData.samples * clipData.channels]; samples = clipData.samplesData; Int16[] intData = new Int16[samples.Length]; Byte[] bytesData = new Byte[samples.Length * 2]; const float rescaleFactor = 32767; //to convert float to Int16 for (int i = 0; i < samples.Length; i++) { intData[i] = (short)(samples[i] * rescaleFactor); //Debug.Log (samples [i]); } Buffer.BlockCopy(intData, 0, bytesData, 0, bytesData.Length); memStream.Write(bytesData, 0, bytesData.Length); } 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(); } }