1、通过openAPI去获取Token
首先按照阿里云的步骤获取AccessKey ID,和AccessKey Secret。
因为没有C#的请求流程,将java的流程修改成Unity的C#的
public class AliyunVoiceSDK:MonoBehaviour
{
public static AliyunVoiceSDK Instance;
private string Token { get; set; }
private long ExpireTime { get; set; }
private string Appkey { get; set; } //语音SDK的 appkey
private void Start()
{
Init();
}
public void Init()
{
SendGetVoiceSdkToken();
}
public void SendGetVoiceSdkToken()
{
Dictionary<string, string> queryParamsMap = new Dictionary<string, string>();
queryParamsMap.Add("AccessKeyId", "你申请的AccessKey ID");
queryParamsMap.Add("Action", "CreateToken");
queryParamsMap.Add("Version", "2019-02-28");
queryParamsMap.Add("Timestamp", DateTime.UtcNow.ToString("yyyy-MM-ddTHH:mm:ssZ"));
queryParamsMap.Add("Format", "JSON");
queryParamsMap.Add("RegionId", "cn-shanghai");
queryParamsMap.Add("SignatureMethod", "HMAC-SHA1");
queryParamsMap.Add("SignatureVersion", "1.0");
queryParamsMap.Add("SignatureNonce", Guid.NewGuid().ToString());
/**
* 1.构造规范化的请求字符串
*/
string queryString = CanonicalizedQuery(queryParamsMap);
if (null == queryString)
{
Debug.LogError("构造规范化的请求字符串失败!");
return;
}
/**
* 2.构造签名字符串
*/
String method = "GET"; // 发送请求的 HTTP 方法,GET
String urlPath = "/"; // 请求路径
String stringToSign = CreateStringToSign(method, urlPath, queryString);
if (null == stringToSign)
{
Debug.LogError("构造签名字符串失败");
return;
}
/**
* 3.计算签名
*/
String signature = Sign(stringToSign, "你申请的AccessKey Secret");
if (null == signature)
{
Debug.LogError("计算签名失败!");
return;
}
/**
* 4.将签名加入到第1步获取的请求字符串
*/
String queryStringWithSign = "Signature=" + signature + "&" + queryString;
Debug.Log("带有签名的请求字符串:" + queryStringWithSign);
/**
* 5.发送HTTP GET请求,获取token。
*/
StartCoroutine(ProcessGETRequest(queryStringWithSign));
}
private string ComputeSignature(string stringToSign, string accessKeySecret)
{
using (HMACSHA1 hmac = new HMACSHA1(Encoding.UTF8.GetBytes(accessKeySecret + "&")))
{
byte[] hashBytes = hmac.ComputeHash(Encoding.UTF8.GetBytes(stringToSign));
return Convert.ToBase64String(hashBytes);
}
}
public string CanonicalizedQuery(Dictionary<string,string> queryParamsMap)
{
string queryString = null;
string[] sortKeys = queryParamsMap.Keys.ToArray();
Array.Sort(sortKeys);
try
{
StringBuilder canonicalizedQueryString = new StringBuilder();
foreach (string key in sortKeys)
{
canonicalizedQueryString.Append("&")
.Append(Uri.EscapeDataString(key)).Append("=")
.Append(Uri.EscapeDataString(queryParamsMap[key]));
}
queryString = canonicalizedQueryString.ToString().Substring(1);
Debug.Log("规范化后的请求参数串:" + queryString);
}
catch (Exception e)
{
Debug.LogError("规范化后的请求参数串:" + e.ToString());
}
return queryString;
}
public string CreateStringToSign(string method,string urlPath,string queryString)
{
string stringToSign = null;
try
{
StringBuilder strBuilderSign = new StringBuilder();
strBuilderSign.Append(method);
strBuilderSign.Append("&");
strBuilderSign.Append(Uri.EscapeDataString(urlPath));
strBuilderSign.Append("&");
strBuilderSign.Append(Uri.EscapeDataString(queryString));
stringToSign = strBuilderSign.ToString();
Debug.Log("构造的签名字符串:" + stringToSign);
}
catch (Exception e)
{
Debug.LogError("规范化后的请求参数串:" + e.ToString());
}
return stringToSign;
}
public string Sign(string stringToSign ,string accessKeySecret)
{
using (HMACSHA1 hmac = new HMACSHA1(Encoding.UTF8.GetBytes(accessKeySecret + "&")))
{
byte[] hashBytes = hmac.ComputeHash(Encoding.UTF8.GetBytes(stringToSign));
return Convert.ToBase64String(hashBytes);
}
}
public IEnumerator ProcessGETRequest(string queryString)
{
yield return null;
string url = "http://nls-meta.cn-shanghai.aliyuncs.com";
url = url + "/";
url = url + "?" + queryString;
Debug.Log("HTTP请求:" + url);
UnityWebRequest request = UnityWebRequest.Get(url);
request.SetRequestHeader("Content-Type", "application/json");
yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.ProtocolError)
{
Debug.LogError(request.error);
}
else
{
Debug.Log(request.downloadHandler.text);
JObject obj = JObject.Parse(request.downloadHandler.text);
JObject tokenObj = JObject.Parse(obj["Token"].ToString());
if (tokenObj != null)
{
Token = tokenObj["Id"].ToString();
ExpireTime = long.Parse(tokenObj["ExpireTime"].ToString());
if (!string.IsNullOrEmpty(Token))
{
Debug.Log("获取的Token:" + Token + ", 有效期时间戳(秒):" + ExpireTime);
// 将10位数的时间戳转换为北京时间
Debug.Log("Token有效期的北京时间:" + TimeUtil.FormatTime(ExpireTime * 1000));
}
}
else
{
Debug.LogError("obj[\"Token\"] == NULL!! = " + request.downloadHandler.text);
}
}
yield break;
}
// 发送mirphone 录音数据
public IEnumerator ProcessVoiceData(byte[] audioData, string format = "pcm", int sampleRate = 16000,
bool enablePunctuationPrediction = true,
bool enableInverseTextNormalization = true,
bool enableVoiceDetection = false)
{
yield return null;
/**
* 设置HTTPS REST POST请求
* 1.使用HTTPS协议
* 2.语音识别服务域名:nls-gateway-cn-shanghai.aliyuncs.com
* 3.语音识别接口请求路径:/stream/v1/asr
* 4.设置必选请求参数:appkey、format、sample_rate,
* 5.设置可选请求参数:enable_punctuation_prediction、enable_inverse_text_normalization、enable_voice_detection
*/
string url = "https://nls-gateway-cn-shanghai.aliyuncs.com/stream/v1/asr";
url = url + "?appkey=" + Appkey;
url = url + "&format=" + format;
url = url + "&sample_rate=" + sampleRate;
if (enablePunctuationPrediction)
{
url = url + "&enable_punctuation_prediction=" + true;
}
if (enableInverseTextNormalization)
{
url = url + "&enable_inverse_text_normalization=" + true;
}
if (enableVoiceDetection)
{
url = url + "&enable_voice_detection=" + true;
}
Debug.Log("URL: " + url);
UnityWebRequest request = new UnityWebRequest(url, "POST");
request.SetRequestHeader("X-NLS-Token", Token);
request.SetRequestHeader("Content-Type", "application/octet-stream");
request.uploadHandler = new UploadHandlerRaw(audioData);
request.downloadHandler = new DownloadHandlerBuffer();
yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.Success)
{
Debug.Log("Response: " + request.downloadHandler.text);
JObject obj = JObject.Parse(request.downloadHandler.text);
string result = obj["result"].ToString();
Debug.Log("识别结果: " + result);
}
yield break;
}
public IEnumerator ProcessPostTextRequest( string text,AudioSource speaker, string format,int sampleRate)
{
yield return null;
/**
* 设置HTTPS POST请求:
* 1.使用HTTPS协议
* 2.语音合成服务域名:nls-gateway-cn-shanghai.aliyuncs.com
* 3.语音合成接口请求路径:/stream/v1/tts
* 4.设置必须请求参数:appkey、token、text、format、sample_rate
* 5.设置可选请求参数:voice、volume、speech_rate、pitch_rate
*/
string url = "https://nls-gateway-cn-shanghai.aliyuncs.com/stream/v1/tts";
JObject obj = new JObject();
obj["appkey"] = Appkey;
obj["token"] = Token;
obj["text"] = text;
obj["format"] = format;
obj["sample_rate"] = sampleRate;
// voice 发音人,可选,默认是xiaoyun。
// obj["voice"] = "xiaoyun";
// volume 音量,范围是0~100,可选,默认50。
// obj["volume"] = 50;
// speech_rate 语速,范围是-500~500,可选,默认是0。
// obj["speech_rate"] = 0;
// pitch_rate 语调,范围是-500~500,可选,默认是0。
// obj["pitch_rate"] = 0;
string bodyContent = obj.ToString();
byte[] rawData = Encoding.UTF8.GetBytes(bodyContent);
//StringContent content = new StringContent(bodyContent, Encoding.UTF8, "application/json");
UnityWebRequest request = new UnityWebRequest(url,"POST");
request.SetRequestHeader("Content-Type", "application/json");
request.uploadHandler = new UploadHandlerRaw(rawData);
request.downloadHandler = new DownloadHandlerBuffer();
yield return request.SendWebRequest();
if (request.result == UnityWebRequest.Result.Success)
{
Debug.Log("Response: " + request.downloadHandler.data);
StartCoroutine(WaitForPlayAudioResult(request.downloadHandler.data, speaker));
}
else
{
Debug.LogError("Error: " + request.error);
}
yield break;
}
IEnumerator WaitForPlayAudioResult(byte[] datas, AudioSource speaker)
{
yield return new WaitForEndOfFrame();
int SampleRate = 16000;
AudioClip _audioClip = AudioClip.Create("audioClip", SampleRate * 600, 1, SampleRate, false);
byte[] originalData = datas;
float[] _clipData = new float[originalData.Length / 2];
for (int i = 0; i < originalData.Length; i += 2)
{
_clipData[i / 2] = (short)((originalData[i + 1] << 8) | originalData[i]) / 32768.0f;
}
_audioClip.SetData(_clipData, 0);
speaker.clip = _audioClip;
speaker.Play();
yield break;
}
}
2、外部调用两个接口
语音转文字
1、麦克风获取转audioclip
IEnumerator StartMicroPhoneRecord()
{
Microphone.GetDeviceCaps(CurrentDeviceName, out int minFreq, out int maxFreq);
MicrophoneClip = Microphone.Start(CurrentDeviceName, true, 60, 16000);
// set the latency to "0" samples before the audio starts to play.
while (!(Microphone.GetPosition(CurrentDeviceName) > 0))
{
yield return null;
}
isRecordSuccess = true;
yield return new WaitForSeconds(60);
Microphone.End(CurrentDeviceName);
yield return WaitEndMicroPhoneRecord();
yield break;
}
2、audioclip转wav格式的byte[]格式
IEnumerator WaitEndMicroPhoneRecord()
{
yield return new WaitForEndOfFrame();
byte[] bytes = WavUtility.FromAudioClip(MicrophoneClip, false);
yield return AliyunVoiceSDK.Instance.ProcessVoiceData(bytes);
}
3、WavUtility 将麦克风录音转换成wav的代码
using UnityEngine;
using System.Text;
using System.IO;
using System;
/// <summary>
/// WAV utility for recording and audio playback functions in Unity.
/// Version: 1.0 alpha 1
///
/// - Use "ToAudioClip" method for loading wav file / bytes.
/// Loads .wav (PCM uncompressed) files at 8,16,24 and 32 bits and converts data to Unity's AudioClip.
///
/// - Use "FromAudioClip" method for saving wav file / bytes.
/// Converts an AudioClip's float data into wav byte array at 16 bit.
/// </summary>
/// <remarks>
/// For documentation and usage examples: https://github.com/deadlyfingers/UnityWav
/// </remarks>
public class WavUtility
{
// Force save as 16-bit .wav
const int BlockSize_16Bit = 2;
/// <summary>
/// Load PCM format *.wav audio file (using Unity's Application data path) and convert to AudioClip.
/// </summary>
/// <returns>The AudioClip.</returns>
/// <param name="filePath">Local file path to .wav file</param>
public static AudioClip ToAudioClip (string filePath)
{
if (!filePath.StartsWith (Application.persistentDataPath) && !filePath.StartsWith (Application.dataPath)) {
Debug.LogWarning ("This only supports files that are stored using Unity's Application data path. \nTo load bundled resources use 'Resources.Load(\"filename\") typeof(AudioClip)' method. \nhttps://docs.unity3d.com/ScriptReference/Resources.Load.html");
return null;
}
byte[] fileBytes = File.ReadAllBytes (filePath);
return ToAudioClip (fileBytes, 0);
}
public static AudioClip ToAudioClip (byte[] fileBytes, int offsetSamples = 0, string name = "wav")
{
//string riff = Encoding.ASCII.GetString (fileBytes, 0, 4);
//string wave = Encoding.ASCII.GetString (fileBytes, 8, 4);
int subchunk1 = BitConverter.ToInt32 (fileBytes, 16);
UInt16 audioFormat = BitConverter.ToUInt16 (fileBytes, 20);
// NB: Only uncompressed PCM wav files are supported.
string formatCode = FormatCode (audioFormat);
Debug.AssertFormat (audioFormat == 1 || audioFormat == 65534, "Detected format code '{0}' {1}, but only PCM and WaveFormatExtensable uncompressed formats are currently supported.", audioFormat, formatCode);
UInt16 channels = BitConverter.ToUInt16 (fileBytes, 22);
int sampleRate = BitConverter.ToInt32 (fileBytes, 24);
//int byteRate = BitConverter.ToInt32 (fileBytes, 28);
//UInt16 blockAlign = BitConverter.ToUInt16 (fileBytes, 32);
UInt16 bitDepth = BitConverter.ToUInt16 (fileBytes, 34);
int headerOffset = 16 + 4 + subchunk1 + 4;
int subchunk2 = BitConverter.ToInt32 (fileBytes, headerOffset);
//Debug.LogFormat ("riff={0} wave={1} subchunk1={2} format={3} channels={4} sampleRate={5} byteRate={6} blockAlign={7} bitDepth={8} headerOffset={9} subchunk2={10} filesize={11}", riff, wave, subchunk1, formatCode, channels, sampleRate, byteRate, blockAlign, bitDepth, headerOffset, subchunk2, fileBytes.Length);
float[] data;
switch (bitDepth) {
case 8:
data = Convert8BitByteArrayToAudioClipData (fileBytes, headerOffset, subchunk2);
break;
case 16:
data = Convert16BitByteArrayToAudioClipData (fileBytes, headerOffset, subchunk2);
break;
case 24:
data = Convert24BitByteArrayToAudioClipData (fileBytes, headerOffset, subchunk2);
break;
case 32:
data = Convert32BitByteArrayToAudioClipData (fileBytes, headerOffset, subchunk2);
break;
default:
throw new Exception (bitDepth + " bit depth is not supported.");
}
AudioClip audioClip = AudioClip.Create (name, data.Length, (int)channels, sampleRate, false);
audioClip.SetData (data, 0);
return audioClip;
}
#region wav file bytes to Unity AudioClip conversion methods
private static float[] Convert8BitByteArrayToAudioClipData (byte[] source, int headerOffset, int dataSize)
{
int wavSize = BitConverter.ToInt32 (source, headerOffset);
headerOffset += sizeof(int);
Debug.AssertFormat (wavSize > 0 && wavSize == dataSize, "Failed to get valid 8-bit wav size: {0} from data bytes: {1} at offset: {2}", wavSize, dataSize, headerOffset);
float[] data = new float[wavSize];
sbyte maxValue = sbyte.MaxValue;
int i = 0;
while (i < wavSize) {
data [i] = (float)source [i] / maxValue;
++i;
}
return data;
}
private static float[] Convert16BitByteArrayToAudioClipData (byte[] source, int headerOffset, int dataSize)
{
int wavSize = BitConverter.ToInt32 (source, headerOffset);
headerOffset += sizeof(int);
Debug.AssertFormat (wavSize > 0 && wavSize == dataSize, "Failed to get valid 16-bit wav size: {0} from data bytes: {1} at offset: {2}", wavSize, dataSize, headerOffset);
int x = sizeof(Int16); // block size = 2
int convertedSize = wavSize / x;
float[] data = new float[convertedSize];
Int16 maxValue = Int16.MaxValue;
int offset = 0;
int i = 0;
while (i < convertedSize) {
offset = i * x + headerOffset;
data [i] = (float)BitConverter.ToInt16 (source, offset) / maxValue;
++i;
}
Debug.AssertFormat (data.Length == convertedSize, "AudioClip .wav data is wrong size: {0} == {1}", data.Length, convertedSize);
return data;
}
private static float[] Convert24BitByteArrayToAudioClipData (byte[] source, int headerOffset, int dataSize)
{
int wavSize = BitConverter.ToInt32 (source, headerOffset);
headerOffset += sizeof(int);
Debug.AssertFormat (wavSize > 0 && wavSize == dataSize, "Failed to get valid 24-bit wav size: {0} from data bytes: {1} at offset: {2}", wavSize, dataSize, headerOffset);
int x = 3; // block size = 3
int convertedSize = wavSize / x;
int maxValue = Int32.MaxValue;
float[] data = new float[convertedSize];
byte[] block = new byte[sizeof(int)]; // using a 4 byte block for copying 3 bytes, then copy bytes with 1 offset
int offset = 0;
int i = 0;
while (i < convertedSize) {
offset = i * x + headerOffset;
Buffer.BlockCopy (source, offset, block, 1, x);
data [i] = (float)BitConverter.ToInt32 (block, 0) / maxValue;
++i;
}
Debug.AssertFormat (data.Length == convertedSize, "AudioClip .wav data is wrong size: {0} == {1}", data.Length, convertedSize);
return data;
}
private static float[] Convert32BitByteArrayToAudioClipData (byte[] source, int headerOffset, int dataSize)
{
int wavSize = BitConverter.ToInt32 (source, headerOffset);
headerOffset += sizeof(int);
Debug.AssertFormat (wavSize > 0 && wavSize == dataSize, "Failed to get valid 32-bit wav size: {0} from data bytes: {1} at offset: {2}", wavSize, dataSize, headerOffset);
int x = sizeof(float); // block size = 4
int convertedSize = wavSize / x;
Int32 maxValue = Int32.MaxValue;
float[] data = new float[convertedSize];
int offset = 0;
int i = 0;
while (i < convertedSize) {
offset = i * x + headerOffset;
data [i] = (float)BitConverter.ToInt32 (source, offset) / maxValue;
++i;
}
Debug.AssertFormat (data.Length == convertedSize, "AudioClip .wav data is wrong size: {0} == {1}", data.Length, convertedSize);
return data;
}
#endregion
public static byte[] FromAudioClip (AudioClip audioClip,bool saveFile = true)
{
string file;
return FromAudioClip (audioClip, out file, saveFile);
}
public static byte[] FromAudioClip (AudioClip audioClip, out string filepath, bool saveAsFile = true, string dirname = "recordings")
{
MemoryStream stream = new MemoryStream ();
const int headerSize = 44;
// get bit depth
UInt16 bitDepth = 16; //BitDepth (audioClip);
// NB: Only supports 16 bit
//Debug.AssertFormat (bitDepth == 16, "Only converting 16 bit is currently supported. The audio clip data is {0} bit.", bitDepth);
// total file size = 44 bytes for header format and audioClip.samples * factor due to float to Int16 / sbyte conversion
int fileSize = audioClip.samples * BlockSize_16Bit + headerSize; // BlockSize (bitDepth)
// chunk descriptor (riff)
WriteFileHeader (ref stream, fileSize);
// file header (fmt)
WriteFileFormat (ref stream, audioClip.channels, audioClip.frequency, bitDepth);
// data chunks (data)
WriteFileData (ref stream, audioClip, bitDepth);
byte[] bytes = stream.ToArray ();
// Validate total bytes
//Debug.AssertFormat (bytes.Length == fileSize, "Unexpected AudioClip to wav format byte count: {0} == {1}", bytes.Length, fileSize);
// Save file to persistant storage location
if (saveAsFile) {
filepath = string.Format ("{0}/{1}/{2}.{3}", Application.persistentDataPath, dirname, "MicrphoneRecoiding", "wav");
Debug.Log("filepath = " + filepath);
Directory.CreateDirectory (Path.GetDirectoryName (filepath));
File.WriteAllBytes (filepath, bytes);
//Debug.Log ("Auto-saved .wav file: " + filepath);
} else {
filepath = null;
}
stream.Dispose ();
return bytes;
}
#region write .wav file functions
private static int WriteFileHeader (ref MemoryStream stream, int fileSize)
{
int count = 0;
int total = 12;
// riff chunk id
byte[] riff = Encoding.ASCII.GetBytes ("RIFF");
count += WriteBytesToMemoryStream (ref stream, riff, "ID");
// riff chunk size
int chunkSize = fileSize - 8; // total size - 8 for the other two fields in the header
count += WriteBytesToMemoryStream (ref stream, BitConverter.GetBytes (chunkSize), "CHUNK_SIZE");
byte[] wave = Encoding.ASCII.GetBytes ("WAVE");
count += WriteBytesToMemoryStream (ref stream, wave, "FORMAT");
// Validate header
Debug.AssertFormat (count == total, "Unexpected wav descriptor byte count: {0} == {1}", count, total);
return count;
}
private static int WriteFileFormat (ref MemoryStream stream, int channels, int sampleRate, UInt16 bitDepth)
{
int count = 0;
int total = 24;
byte[] id = Encoding.ASCII.GetBytes ("fmt ");
count += WriteBytesToMemoryStream (ref stream, id, "FMT_ID");
int subchunk1Size = 16; // 24 - 8
count += WriteBytesToMemoryStream (ref stream, BitConverter.GetBytes (subchunk1Size), "SUBCHUNK_SIZE");
UInt16 audioFormat = 1;
count += WriteBytesToMemoryStream (ref stream, BitConverter.GetBytes (audioFormat), "AUDIO_FORMAT");
UInt16 numChannels = Convert.ToUInt16 (channels);
count += WriteBytesToMemoryStream (ref stream, BitConverter.GetBytes (numChannels), "CHANNELS");
count += WriteBytesToMemoryStream (ref stream, BitConverter.GetBytes (sampleRate), "SAMPLE_RATE");
int byteRate = sampleRate * channels * BytesPerSample (bitDepth);
count += WriteBytesToMemoryStream (ref stream, BitConverter.GetBytes (byteRate), "BYTE_RATE");
UInt16 blockAlign = Convert.ToUInt16 (channels * BytesPerSample (bitDepth));
count += WriteBytesToMemoryStream (ref stream, BitConverter.GetBytes (blockAlign), "BLOCK_ALIGN");
count += WriteBytesToMemoryStream (ref stream, BitConverter.GetBytes (bitDepth), "BITS_PER_SAMPLE");
// Validate format
Debug.AssertFormat (count == total, "Unexpected wav fmt byte count: {0} == {1}", count, total);
return count;
}
private static int WriteFileData (ref MemoryStream stream, AudioClip audioClip, UInt16 bitDepth)
{
int count = 0;
int total = 8;
// Copy float[] data from AudioClip
float[] data = new float[audioClip.samples * audioClip.channels];
audioClip.GetData (data, 0);
byte[] bytes = ConvertAudioClipDataToInt16ByteArray (data);
byte[] id = Encoding.ASCII.GetBytes ("data");
count += WriteBytesToMemoryStream (ref stream, id, "DATA_ID");
int subchunk2Size = Convert.ToInt32 (audioClip.samples * BlockSize_16Bit); // BlockSize (bitDepth)
count += WriteBytesToMemoryStream (ref stream, BitConverter.GetBytes (subchunk2Size), "SAMPLES");
// Validate header
Debug.AssertFormat (count == total, "Unexpected wav data id byte count: {0} == {1}", count, total);
// Write bytes to stream
count += WriteBytesToMemoryStream (ref stream, bytes, "DATA");
// Validate audio data
Debug.AssertFormat (bytes.Length == subchunk2Size, "Unexpected AudioClip to wav subchunk2 size: {0} == {1}", bytes.Length, subchunk2Size);
return count;
}
private static byte[] ConvertAudioClipDataToInt16ByteArray (float[] data)
{
MemoryStream dataStream = new MemoryStream ();
int x = sizeof(Int16);
Int16 maxValue = Int16.MaxValue;
int i = 0;
while (i < data.Length) {
dataStream.Write (BitConverter.GetBytes (Convert.ToInt16 (data [i] * maxValue)), 0, x);
++i;
}
byte[] bytes = dataStream.ToArray ();
// Validate converted bytes
Debug.AssertFormat (data.Length * x == bytes.Length, "Unexpected float[] to Int16 to byte[] size: {0} == {1}", data.Length * x, bytes.Length);
dataStream.Dispose ();
return bytes;
}
private static int WriteBytesToMemoryStream (ref MemoryStream stream, byte[] bytes, string tag = "")
{
int count = bytes.Length;
stream.Write (bytes, 0, count);
//Debug.LogFormat ("WAV:{0} wrote {1} bytes.", tag, count);
return count;
}
#endregion
/// <summary>
/// Calculates the bit depth of an AudioClip
/// </summary>
/// <returns>The bit depth. Should be 8 or 16 or 32 bit.</returns>
/// <param name="audioClip">Audio clip.</param>
public static UInt16 BitDepth (AudioClip audioClip)
{
UInt16 bitDepth = Convert.ToUInt16 (audioClip.samples * audioClip.channels * audioClip.length / audioClip.frequency);
Debug.AssertFormat (bitDepth == 8 || bitDepth == 16 || bitDepth == 32, "Unexpected AudioClip bit depth: {0}. Expected 8 or 16 or 32 bit.", bitDepth);
return bitDepth;
}
private static int BytesPerSample (UInt16 bitDepth)
{
return bitDepth / 8;
}
private static int BlockSize (UInt16 bitDepth)
{
switch (bitDepth) {
case 32:
return sizeof(Int32); // 32-bit -> 4 bytes (Int32)
case 16:
return sizeof(Int16); // 16-bit -> 2 bytes (Int16)
case 8:
return sizeof(sbyte); // 8-bit -> 1 byte (sbyte)
default:
throw new Exception (bitDepth + " bit depth is not supported.");
}
}
private static string FormatCode (UInt16 code)
{
switch (code) {
case 1:
return "PCM";
case 2:
return "ADPCM";
case 3:
return "IEEE";
case 7:
return "μ-law";
case 65534:
return "WaveFormatExtensable";
default:
Debug.LogWarning ("Unknown wav code format:" + code);
return "";
}
}
}
GitHub - deadlyfingers/UnityWav: WAV utility for saving and loading wav files in Unity
二、 /文本转语音 调用
//AISpeakSource为播放用的AduioSource
IEnumerator WaitForTextToVoice(string content)
{
yield return new WaitForEndOfFrame();
yield return AliyunVoiceSDK.Instance.ProcessPostTextRequest(content, AISpeakSource, "wav", 16000);
yield break;
}