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Question by Ceraph · Jun 13, 2017 at 08:29 PM · audioaudiocliploading fileloading during runtime

How can I load an m4a file into an AudioClip?

Hello, I am currently working on loading an m4a file on the user's hard drive (not in the project or Resources folders) at runtime and having an AudioClip play the file. I know that just using WWW is not supported, and I previously got around the MP3 loading limitations by using the NAudio library to read in the data stream and convert it to a wav before sending it to the AudioClip. I have tried to replicate this with loading m4a files but have hit a bit of a road block. I have tried two different methods but in both cases Unity will just crash and I really don't know why. Here are the two methods I'm using:

 public static AudioClip FromM4aFile(string filepath)
     {
         // create media foundation reader to read the AAC encoded file
         MediaFoundationReader reader = new MediaFoundationReader(filepath);
             // resample the file to PCM with same sample rate, channels and bits per sample
         ResamplerDmoStream resampledReader = new ResamplerDmoStream(reader, 
             new WaveFormat(reader.WaveFormat.SampleRate, reader.WaveFormat.BitsPerSample, reader.WaveFormat.Channels));
         WaveStream waveStream = WaveFormatConversionStream.CreatePcmStream(resampledReader);
         // Convert to WAV data
         WAV wav = new WAV(AudioMemStream(waveStream).ToArray());
         Debug.Log(wav);
         AudioClip audioClip = AudioClip.Create("testSound", wav.SampleCount, 1,wav.Frequency, false);
         audioClip.SetData(wav.LeftChannel, 0);
         // Return the clip
         return audioClip;
     }

and

 public static AudioClip FromM4aData(byte[] data)
     {
         // Load the data into a stream
         MemoryStream m4astream = new MemoryStream(data);
         // Convert the data in the stream to WAV format
         StreamMediaFoundationReader m4aAudio = new StreamMediaFoundationReader(m4astream);
         WaveStream waveStream = WaveFormatConversionStream.CreatePcmStream(m4aAudio);
         // Convert to WAV data
         WAV wav = new WAV(AudioMemStream(waveStream).ToArray());
         Debug.Log(wav);
         AudioClip audioClip = AudioClip.Create("testSound", wav.SampleCount, 1,wav.Frequency, false);
         audioClip.SetData(wav.LeftChannel, 0);
         // Return the clip
         return audioClip;
     }


If anyone knows why Unity is crashing or any other way I can dynamically load an m4a file I would greatly appreciate the help!

Thanks! ~ Ceraph

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Answer by aliasbb42 · Jan 21, 2018 at 07:17 PM

@Ceraph If you ever figured this out, I'd be curious to see what worked for you.

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avatar image Ceraph · Jan 22, 2018 at 07:10 PM 0
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Unfortunately I was never able to get m4a loading to work in Unity :(

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