我尝试使用Unity中提供的WWW
类在运行时加载mp3文件。
我没有收到任何错误,但是在处理完歌曲后我无法播放音乐。我到处寻找,找不到任何可以帮助我的东西。
以下是我目前使用的代码:
public class OpenFile : MonoBehaviour {
string path;
string extension;
public GameObject musicAnalysis;
string songName;
float length;
AudioSource song;
// Use this for initialization
void Start () {
song = musicAnalysis.GetComponent<AudioSource>();
}
// Update is called once per frame
void Update () {
if(song.isPlaying != true){
song.Play();
}
}
public void FileSelect(){
//Open windows Exploer
path = EditorUtility.OpenFilePanel("Select a Song","","");
print(path);
//Take the end of the the path and sasve it to another string
extension = path.Substring(path.IndexOf('.') + 1);
print (extension);
//Check if the user has select the correct file
if(extension == "mp3" || extension == "wav" || extension == "ogg"){
//if correct file process file
print ("You have selected the correct file type congrats");
LoadSong();
print ("Song Name: " + songName);
print ("Song Length: " + length);
}
//if the user selects the wrong file type
else{
//pop up box that tells the user that they have selected the wrong file
EditorUtility.DisplayDialog("Error","Incorrect File Type Please select another","Ok");
////Open windows Exploer
path = EditorUtility.OpenFilePanel("Select a Song","","");
}
}
void LoadSong(){
WWW www = new WWW("file://" + path);
song.clip = www.audioClip;
songName = www.audioClip.name;
length = www.audioClip.length;
while(!www.isDone){
print ("Processing File" + path);
}
if(www.isDone == true){
print ("Song has been processed");
}
}
}
答案 0 :(得分:4)
如上所述,Windows不支持MP3,因此请使用OGG或WAV。
在访问剪辑之前,您必须等待WWW完成。 WWW必须加载到异步协同程序中。
public void LoadSong()
{
StartCoroutine(LoadSongCoroutine());
}
IEnumerator LoadSongCoroutine()
{
string url = string.Format("file://{0}", path);
WWW www = new WWW(url);
yield return www;
song.clip = www.GetAudioClip(false, false);
songName = song.clip.name;
length = song.clip.length;
}
答案 1 :(得分:1)
答案 2 :(得分:1)
不直接支持在Unity中的Windows中AFAIK加载mp3(2019.4.1)
使用NLayer库对我有用
IEnumerator LoadHelper(string uri)
{
UnityWebRequest www = UnityWebRequest.Get(uri);
yield return www.SendWebRequest();
if(www.isNetworkError || www.isHttpError)
{
Debug.Log(www.error);
}
else
{
// Or retrieve results as binary data
byte[] results = www.downloadHandler.data;
var memStream = new System.IO.MemoryStream(results);
var mpgFile = new NLayer.MpegFile(memStream);
var samples = new float[mpgFile.Length];
mpgFile.ReadSamples(samples, 0, (int)mpgFile.Length);
var clip = AudioClip.Create("foo", samples.Length, mpgFile.Channels, mpgFile.SampleRate, false);
clip.SetData(samples, 0);
source.clip = clip;
}
}
source
作为AudioSource
。
答案 3 :(得分:0)
您可以使用AudioImporter(https://github.com/Hello-Meow/AudioImporter),并将与商业BASS库一起支持mp3(请参阅自述文件)。
它说您可以在返回第一个缓冲区后立即开始播放生成的audioClip-我现在正在测试自己。