The Unity3D PC platform itself supports the direct use of www to read local ogg, wav, but it cannot read byte[], byte array format, which is a bit for people who are used to bass and fmod inconvenient.
I searched around and found a C# audio library called NAudio, which is open source and free.
https://archive.codeplex.com/?p=naudio
https://github.com/naudio/NAudio
Simply and rudely A binary release, and then nuget the ogg extension
Install-Package NAudio.Vorbis
For usage, refer to the following 3 addresses
https://blog.csdn.net/qq992817263/article/details/54647741
https://gamedev.stackexchange .com/questions/114885/how-do-i-play-mp3-files-in-unity-standalone
https://stackoverflow.com/questions/24624939/using-vorbis-and-naudio -to-play-ogg-files
In simple terms, create a new NAudioPlayer.cs file with the following content
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[i] = f[i];
}
}
static void OnAudioSetPosition(int newPosition)
{
vorbis.DecodedTime = new TimeSpan(newPosition); // span>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< span style="color: #800000;">", 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< span style="color: #800000;">", 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) span>
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 (ie 64 61 74 61 ...... (ie 100 97 116 97 in decimal))
while (!(wav[pos] == 100 && wav[ pos + 1] == 97 && wav[pos + 2] == 116 && wav[pos + 3< /span>] == 97))
{
pos += 4;
int chunkSize = wav[pos] + wav[pos + 1< /span>] * 256 + wav[pos + 2] * 65536 + wav[pos + 3] * 16777216 ;
pos += 4 + chunkSize;
}
pos += 8;
// Pos is now positioned to start of actual sound data.< /span>
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 = < span style="color: #0000ff;">new float[SampleCount];
else RightChannel = null;
// Write to double array/s:
int i = 0;
int maxInput = wav.Length-(RightChannel == null span>? 1: 3 );
// while (pos= bytesToFloat(wav[pos], wav[pos + 1]);
while ((imaxInput))
{
LeftChannel[i]
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);
}
}
Hang another AudioSource, read the file simply and roughly, decode it into byte[], fill it into AudioClip, and play it.
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();
}
Install-Package NAudio.Vorbis
< /p>
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[i] = f[i];
}
}
static void OnAudioSetPosition(int newPosition)
{
vorbis.DecodedTime = new TimeSpan(newPosition); // span>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< span style="color: #800000;">", 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< span style="color: #800000;">", 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) span>
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);
}
}
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();
}