Unity2018.4.2ff 开发安卓加载外部音频文件开发说明
1、WWW方式,支持MP3和WAV音频文件格式
2、 UnityWebRequest方式,UnityWebRequestMultimedia.GetAudioClip(readPath, _audioType)不支持MP3格式,支持WAV格式;
3、WWW和UnityWebRequest都不能在安卓端使用Naudio.dll库文件创建新的wav文件。
(那位大佬如何知道方式,请在评论转告一下,谢谢!!!)
创建代码如下:
string _tempURL = _url.Replace(".mp3", ".wav"); Debug.Log("_tempURL:: " + _tempURL); if (!File.Exists(_tempURL)) { FileStream _fileStream = File.Open(_tempURL, FileMode.Open);//安卓端报错 Mp3FileReader _mp3FileReader = new Mp3FileReader(_fileStream); WaveFileWriter.CreateWaveFile(_tempURL, _mp3FileReader); }
正确加载音频文件的代码如下所示:
using System.Collections; using UnityEngine; using UnityEngine.Networking; public class LoadAudioManager : MonoSingleton{ /// /// 获取AudioClip,并添加到挂载AudioSource组件的物体上 /// /// UIPanel的父类 /// 音频文件所在的文件夹名称 public void GetAudioClip(Transform uiRoot, string floderName) { //动态添加UI上音频文件 for (int i = 0; i < uiRoot.childCount; i++) { AudioSource audioSource = uiRoot.GetChild(i).GetComponent(); string audioname = uiRoot.GetChild(i).name; StartCoroutine(LoadExternalAudioWWW(audioSource, floderName, audioName)); } } ////// 加载外部音频文件,并添加到挂载AudioSource组件的物体上 /// /// AudioSource组件 /// 音频所在的文件夹名称 /// 音频名称 ///public IEnumerator LoadExternalAudioWWW(AudioSource audioSource, string floderName, string audioName)//成功的方法 { string loadPath;//读取文件的路径 if (Application.platform == RuntimePlatform.Android) { loadPath = "/storage/emulated/0/ConfigFiles/Audios/" + floderName + "/" + audioname + ".mp3"; //Debug.LogError($"安卓端音频读取::{loadPath},"); } else { loadPath = Application.streamingAssetsPath + "/ConfigFiles/Audios/" + floderName + "/" + audioname + ".mp3"; //Debug.Log($"PC端音频读取::{loadPath},"); } var www = new WWW("file://" + loadPath); yield return www; var clip = www.GetAudioClip(); audioSource.clip = clip; } /// /// 加载外部音频文件,并添加到挂载AudioSource组件的物体上 /// /// AudioSource组件 /// 音频所在的文件夹名称 /// 音频名称 /// 音频格式 ///public IEnumerator LoadExternalAudioWebRequest(AudioSource audioSource, string floderName, string audioName, AudioType _audioType = AudioType.WAV) { string readPath;//读取文件的路径 if (Application.platform == RuntimePlatform.Android) { readPath = "file:///sdcard/ConfigFiles/Audios/" + floderName + "/" + audioname + ".wav"; Debug.LogError($"安卓端音频读取::{readPath},"); } else { readPath = Application.streamingAssetsPath + "/ConfigFiles/Audios/" + floderName + "/" + audioname + ".wav"; Debug.LogError($"PC端音频读取::{readPath},"); } yield return null; UnityWebRequest _unityWebRequest = UnityWebRequestMultimedia.GetAudioClip(readPath, _audioType); yield return _unityWebRequest.SendWebRequest(); if (_unityWebRequest.isHttpError || _unityWebRequest.isNetworkError) { Debug.Log(_unityWebRequest.error.ToString()); } else { AudioClip _audioClip = DownloadHandlerAudioClip.GetContent(_unityWebRequest); audioSource.clip = _audioClip; //audioSource.loop = true; //audioSource.Play(); } } }
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