dotnet
unity .net 이용하기
- Projector setting > player > other settings > configuration > api compatibility level
- .NET Standard 2.1
- 이쪽 버전 문제인지 SoundPlayer 내용이 적다
.NET 4.x로 업그레이드
- https://learn.microsoft.com/ko-kr/visualstudio/gamedev/unity/unity-scripting-upgrade
- 전제조건 Unity 2022.2이상, Visual Studio 2019 이상
- .NET frameworks로 선택 (.NET 4.x가 frameworks라는 이름으로 통합되었다는 이야기가 있습니다)
SoundPlayer
using System.Media;
SoundPlayer snd = new SoundPlayer();
nAudio
- https://github.com/naudio/NAudio
- naudio-with-unity3d
- 유니티 에셋 파일 안에 Plugins 파일을 만들어 주고 그 안에 dll 파일을 넣어준다.
- 사용법 설명 블로그 글
- .NET Standard 2.1 선택 (frameworks에서는 dll이 찾아지지 않음)
using UnityEngine;
using System.IO;
using System;
using NAudio;
using NAudio.Wave;
public static class NAudioPlayer {
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("testSound", 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;
while (pos < wav.Length) {
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);
}
}
- 사용 예시
WWW www = new WWW (musicUrl);
while(!www.isDone){
yield return 0;
}
GetComponent<AudioSource> ().clip = NAudioPlayer.FromMp3Data(www.bytes);