using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; namespace NewHorizons.Utility { public static class AudioUtility { // Thank you https://answers.unity.com/questions/737002/wav-byte-to-audioclip.html?_ga=2.94866780.194866897.1641426110-1837936344.1635819725 // 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; } private static byte[] GetBytes(string filename) { return File.ReadAllBytes(filename); } // Returns left and right double arrays. 'right' will be null if sound is mono. public static AudioClip LoadWAV(string filename) { var wav = GetBytes(filename); // Determine if mono or stereo var ChannelCount = wav[22]; // Forget byte 23 as 99.999% of WAVs are 1 or 2 channels // Get the frequency var 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. var 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) var LeftChannel = new float[SampleCount]; float[] RightChannel; 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++; } AudioClip audioClip = AudioClip.Create("testSound", SampleCount, 1, Frequency, false); audioClip.SetData(LeftChannel, 0); return audioClip; } } }