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Forked from darktable/SavWav.cs
Last active May 3, 2020 05:35
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Unity3D: script to save an AudioClip as a .wav file.
using System;
using System.IO;
using UnityEngine;
using System.Collections.Generic;
using System.Threading;
public class SavWav {
const int HEADER_SIZE = 44;
struct ClipData{
public int samples;
public int channels;
public float[] samplesData;
}
public bool Save(string filename, AudioClip clip) {
if (!filename.ToLower().EndsWith(".wav")) {
filename += ".wav";
}
var filepath = filename;
Debug.Log(filepath);
// Make sure directory exists if user is saving to sub dir.
Directory.CreateDirectory(Path.GetDirectoryName(filepath));
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);
}
return true; // TODO: return false if there's a failure saving the file
}
public AudioClip TrimSilence(AudioClip clip, float min) {
var samples = new float[clip.samples];
clip.GetData(samples, 0);
return TrimSilence(new List<float>(samples), min, clip.channels, clip.frequency);
}
public AudioClip TrimSilence(List<float> samples, float min, int channels, int hz) {
return TrimSilence(samples, min, channels, hz, false, false);
}
public AudioClip TrimSilence(List<float> 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;
}
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;
}
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);
}
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();
}
}
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