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Last active September 11, 2020 13:42
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Unityで録音し、メモリ上に保持した録音サウンドを再生するサンプルコード
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Unityで録音し、メモリ上に保持した録音サウンドを再生するサンプルコード
/// OnGUIでデバッグボタンを表示しています
/// </summary>
public class UnityMicRecording : MonoBehaviour
{
/// <summary>
/// 録音するAudioClip
/// </summary>
private AudioClip _recordedClip;
/// <summary>
/// 再生させるオーディオソース
/// </summary>
private AudioSource _audioSource;
/// <summary>
/// 録音機材名リスト
/// </summary>
private readonly List<string> _micNames = new List<string>();
/// <summary>
/// 録音に使用している機材名
/// </summary>
private string _recordingMicName;
void Start()
{
_micNames.Clear();
foreach (string device in Microphone.devices)
{
Debug.Log("DeviceName: " + device);
_micNames.Add(device);
}
}
/// <summary>
/// 録音機材名を指定して録音開始
/// </summary>
public void StartRecord(string micName)
{
if (string.IsNullOrEmpty(_recordingMicName) == false || string.IsNullOrEmpty(micName))
{
return;
}
_recordingMicName = micName;
_recordedClip = Microphone.Start(micName, false, 10, 44100);
}
/// <summary>
/// 現在使用している機材の録音を停止
/// </summary>
public void EndRecord()
{
if (string.IsNullOrEmpty(_recordingMicName) == false && Microphone.IsRecording(_recordingMicName))
{
Microphone.End(_recordingMicName);
}
_recordingMicName = null;
}
/// <summary>
/// メモリ上に保持した録音したオーディオを再生
/// </summary>
public void PlayRecordedAudioClip()
{
_audioSource = gameObject.GetComponent<AudioSource>();
if (_audioSource == null)
{
_audioSource = gameObject.AddComponent<AudioSource>();
}
_audioSource.clip = _recordedClip;
_audioSource.Play();
}
void OnGUI()
{
foreach (var micName in _micNames)
{
if (GUILayout.Button($"StartRecord : {micName}"))
{
StartRecord(micName);
}
}
if (GUILayout.Button("EndRecord"))
{
EndRecord();
}
if (GUILayout.Button("PlayRecordedAudioClip"))
{
PlayRecordedAudioClip();
}
}
}
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