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Question by Jeff-Kesselman · Jun 28, 2014 at 07:06 PM · audiomemorydatawav

WAV byte[] to AudioClip?

I have a byte[] in memory that is the contents of a WAV file. I want to convert it to an AudioClip without going through the intermediary of writing and reading a WAV file on disk.

This seems it aught to be easy but I am having trouble finding the right magic words.

If someone can point me at the right methods in the docs or examples I'd appreciate it.

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Answer by Jeff-Kesselman · Jun 29, 2014 at 01:27 AM

Okay, I ended up finding some WAV parsing code and modifying it for my needs. If anyoen else needs it, here it is...

 using UnityEngine;
 using System.Collections;
 using System.IO;
 
 namespace WWUtils.Audio {
     public class WAV  {
 
         // 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);
         }
         // properties
         public float[] LeftChannel{get; internal set;}
         public float[] RightChannel{get; internal set;}
         public int ChannelCount {get;internal set;}
         public int SampleCount {get;internal set;}
         public int Frequency {get;internal set;}
         
         // Returns left and right double arrays. 'right' will be null if sound is mono.
         public WAV(string filename):
             this(GetBytes(filename)) {}
 
         public WAV(byte[] wav){
             
             // Determine if mono or stereo
             ChannelCount = wav[22];     // Forget byte 23 as 99.999% of WAVs are 1 or 2 channels
 
             // Get the frequency
             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.
             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)
             LeftChannel = new float[SampleCount];
             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++;
             }
         }
 
         public override string ToString ()
         {
             return string.Format ("[WAV: LeftChannel={0}, RightChannel={1}, ChannelCount={2}, SampleCount={3}, Frequency={4}]", LeftChannel, RightChannel, ChannelCount, SampleCount, Frequency);
         }
     }
 
 }


An example of its use:

 WAV wav = new WAV(rawData);
 Debug.Log(wav);
 AudioClip audioClip = AudioClip.Create("testSound", wav.SampleCount, 1,wav.Frequency, false, false);
 audioClip.SetData(wav.LeftChannel, 0);
 audio.clip = audioClip;
 audio.Play();
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avatar image Jack-Does · May 04, 2015 at 07:23 PM 0
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i know its a little late but would you $$anonymous$$d posting a more specific way to use this?

avatar image lllzm · Jul 08, 2015 at 06:09 AM 0
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it works, thanks

avatar image SmallSage · Nov 30, 2016 at 02:47 AM 1
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Thanks,bug i find a bug, occur in the code line 68,I think should be changed to: while (i < SampleCount) ,Because array index is out of range by line 69.

avatar image Bunny83 SmallSage · Nov 30, 2016 at 03:43 AM 0
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To really be on the save side you could use

 int maxInput = wav.Length - (RightChannel == null)?1:3;
 while (i < SampleCount && pos < maxInput) {

Since both could potentially give you problems.

avatar image mikrima · Aug 01, 2018 at 08:34 PM 0
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Works like a charm, thousand thanks for this!

avatar image ModLunar · Aug 01, 2018 at 11:41 PM 0
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Wow this is really impressive, thanks so much for sharing this :o

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Answer by deadlyfingers · Jan 13, 2017 at 01:36 PM

I created a Wav Utility for Unity to convert wav bytes to AudioClip - https://github.com/deadlyfingers/UnityWav

You can pass wav byte[] array or just pass local file path using Application.persistentDataPath or Application.dataPath

 string path = string.Format ("{0}/{1}", Application.persistentDataPath, "recording.wav");
 AudioClip audioClip = WavUtility.ToAudioClip (path);
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Answer by jemonsuarez · Jun 04, 2019 at 09:00 AM

Here is my solution for WAV files, it allows to convert from PCM byte arrays to AudioClip, and also from AudioClip to PCM file. OpenWavParser is free.

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avatar image xoxwgys · Oct 21, 2021 at 01:05 PM 0
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Thanks @jemonsuarez your asset is really helpful.

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