使用麦克风录音
Godot支持Windows, macOS, Linux, Android和iOS的游戏内音频录制.
一定要查看Viewport演示! 可以下载演示档案中的Viewport文件夹, 或: https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record.
根节点的结构
该演示由单一场景组成, 这个场景包括两个主要部分:GUI和音频.
我们将重点介绍音频部分. 在本演示中, 创建了一个名为 Record
的总线, 效果为 Record
, 用于处理音频录制. 用一个名为 AudioStreamPlayer
的 AudioStreamRecord
进行录音.
GDScript
C#
var effect
var recording
func _ready():
# We get the index of the "Record" bus.
var idx = AudioServer.get_bus_index("Record")
# And use it to retrieve its first effect, which has been defined
# as an "AudioEffectRecord" resource.
effect = AudioServer.get_bus_effect(idx, 0)
private AudioEffectRecord _effect;
private AudioStreamSample _recording;
public override void _Ready()
{
// We get the index of the "Record" bus.
int idx = AudioServer.GetBusIndex("Record");
// And use it to retrieve its first effect, which has been defined
// as an "AudioEffectRecord" resource.
_effect = (AudioEffectRecord)AudioServer.GetBusEffect(idx, 0);
}
音频录制由 AudioEffectRecord 资源处理, 它有三个方法: get_recording(), is_recording_active(), 以及 set_recording_active().
GDScript
C#
func _on_RecordButton_pressed():
if effect.is_recording_active():
recording = effect.get_recording()
$PlayButton.disabled = false
$SaveButton.disabled = false
effect.set_recording_active(false)
$RecordButton.text = "Record"
$Status.text = ""
else:
$PlayButton.disabled = true
$SaveButton.disabled = true
effect.set_recording_active(true)
$RecordButton.text = "Stop"
$Status.text = "Recording..."
public void OnRecordButtonPressed()
{
if (_effect.IsRecordingActive())
{
_recording = _effect.GetRecording();
GetNode<Button>("PlayButton").Disabled = false;
GetNode<Button>("SaveButton").Disabled = false;
_effect.SetRecordingActive(false);
GetNode<Button>("RecordButton").Text = "Record";
GetNode<Label>("Status").Text = "";
}
else
{
GetNode<Button>("PlayButton").Disabled = true;
GetNode<Button>("SaveButton").Disabled = true;
_effect.SetRecordingActive(true);
GetNode<Button>("RecordButton").Text = "Stop";
GetNode<Label>("Status").Text = "Recording...";
}
}
在演示开始时, 录音效果是未激活. 当用户按下 RecordButton
时, 用 set_recording_active(true)
启用该效果.
在下一次按下按钮时, 由于 effect.is_recording_active()
为 true
, 可以通过调用 effect.get_recording()
将录制的流存储到 recording
变量中.
GDScript
C#
func _on_PlayButton_pressed():
print(recording)
print(recording.format)
print(recording.mix_rate)
print(recording.stereo)
var data = recording.get_data()
print(data)
print(data.size())
$AudioStreamPlayer.stream = recording
$AudioStreamPlayer.play()
public void OnPlayButtonPressed()
{
GD.Print(_recording);
GD.Print(_recording.Format);
GD.Print(_recording.MixRate);
GD.Print(_recording.Stereo);
byte[] data = _recording.Data;
GD.Print(data);
GD.Print(data.Length);
var audioStreamPlayer = GetNode<AudioStreamPlayer>("AudioStreamPlayer");
audioStreamPlayer.Stream = _recording;
audioStreamPlayer.Play();
}
要回放录音, 你可以将录音指定为 AudioStreamPlayer
的流, 并调用 play()
.
GDScript
C#
func _on_SaveButton_pressed():
var save_path = $SaveButton/Filename.text
recording.save_to_wav(save_path)
$Status.text = "Saved WAV file to: %s\n(%s)" % [save_path, ProjectSettings.globalize_path(save_path)]
public void OnSavebuttonPressed()
{
string savePath = GetNode<LineEdit>("SaveButton/Filename").Text;
_recording.SaveToWav(savePath);
GetNode<Label>("Status").Text = string.Format("Saved WAV file to: {0}\n({1})", savePath, ProjectSettings.GlobalizePath(savePath));
}
要保存录音, 你需要调用 save_to_wav()
, 并提供文件的路径. 在本演示中, 路径由用户通过 LineEdit
输入框定义.