Search Unity

Read And Write Mp3 File Android

Discussion in 'Scripting' started by aligraph, May 31, 2022.

  1. aligraph

    aligraph

    Joined:
    Oct 31, 2018
    Posts:
    5
    hello Guys ,
    I want to download a song from an online server and save it in the device memory. Then recall the saved song from the device memory.
    This is done correctly with the following code in Windows, but in the Android platform, only the file is saved correctly, but the file is not called and executed from the device memory and gives an error.
    Code (CSharp):
    1.     private void Start()
    2.     {
    3.         Adress = new WWW("**WebAdress**");
    4.     }
    5.     public void DownloadButton()
    6.     {
    7.         StartCoroutine(LoadMp3FromWeb());
    8.     }
    9.     IEnumerator LoadMp3FromWeb()
    10.     {
    11.         WWW www = Adress;
    12.         Adress = www;
    13.         yield return www;
    14.         System.IO.File.WriteAllBytes((Application.persistentDataPath + ".mp3"), www.bytes);
    15.     }
    16.  
    17.  
    18.     public void LoadButton()
    19.     {
    20.         StartCoroutine(LoadAudioClip());
    21.     }
    22.     IEnumerator LoadAudioClip()
    23.     {
    24.         using (UnityWebRequest uwr = UnityWebRequestMultimedia.GetAudioClip((Application.persistentDataPath + ".mp3"), AudioType.MPEG))
    25.         {
    26.             yield return uwr.SendWebRequest();
    27.             Musics = DownloadHandlerAudioClip.GetContent(uwr);    
    28.             myClip.clip = Musics;
    29.             myClip.Play();
    30.         }
    31.     }
    32. }

    Please Help Me
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,689
    If you assert that the file downloaded properly (be sure this is the case first! I recommend proving it by reading the file back and comparing its SHA-1 hash to ensure it is exactly copied!) and yet it still does not play, then there may be specific android-side steps you need to mark the file as playable.

    I'm not familiar with Android, but an MP3 file might need to be specially inserted into Android's "music storage" in some fashion. None of this would anything to do with Unity, but you might be able to do the necessary steps by using the generic Unity Android Java interface stuff.
     
  3. aligraph

    aligraph

    Joined:
    Oct 31, 2018
    Posts:
    5
    Yes the file is stored properly in Android memory and I can see it. The only problem with this section :
    Code (CSharp):
    1. IEnumerator LoadAudioClip()
    2.     {
    3.         using (UnityWebRequest uwr = UnityWebRequestMultimedia.GetAudioClip((Application.persistentDataPath + ".mp3"), AudioType.MPEG))
    4.         {
    5.             yield return uwr.SendWebRequest();
    6.             Musics = DownloadHandlerAudioClip.GetContent(uwr);  
    7.             myClip.clip = Musics;
    8.             myClip.Play();
    9.         }
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,689
    Is the code even running?

    What is coming back for the clip? Is it just null?

    If it is non-null, is it a reasonable length (from the clip length property) ?

    Also, check if there's any errors being shown in the device log.

    You might want to change the variable
    myClip
    to be less misleading, as it is clearly NOT an AudioClip but rather an AudioSource.

    You must find a way to get the information you need in order to reason about what the problem is.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494
     
  5. aligraph

    aligraph

    Joined:
    Oct 31, 2018
    Posts:
    5
    The code error starts from this line and then the code stops
    Code (CSharp):
    1.  Musics = DownloadHandlerAudioClip.GetContent(uwr);
     
  6. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,689
    What about...

     
  7. LesleyWalsh

    LesleyWalsh

    Joined:
    Nov 19, 2022
    Posts:
    2
    About us
     
  8. LesleyWalsh

    LesleyWalsh

    Joined:
    Nov 19, 2022
    Posts:
    2
    Try refreshing the page and downloading the track again.
     
    Last edited: Dec 14, 2022