After some research, I have got the following
private float[] Normalize(float[] data) {
float max = float.MinValue;
for (int i = 0; i < data.Length; i++){
if (System.Math.Abs(data[i]) > max) max = System.Math.Abs(data[i]);
}
for (int i = 0; i < data.Length; i++) data[i] = data[i] / max;
return data;
}
private float[] ConvertByteToFloat(byte[] array){
float[] floatArr = new float[array.Length / 4];
for (int i = 0; i < floatArr.Length; i++){
if (System.BitConverter.IsLittleEndian) System.Array.Reverse(array, i * 4, 4);
floatArr[i] = System.BitConverter.ToSingle(array, i * 4) ;
}
return Normalize(floatArr);
}
byte[] bytes = System.Convert.FromBase64String(data);
float[] f = ConvertByteToFloat(bytes);
qa[i] = AudioClip.Create("qjAudio", f.Length, 2, 44100, false);
qa[i].SetData(f,0);
However, all I heard was some random noise.
How can I correctly convert a base64 mp3 string into AudioClip?
I have done some reseach and come up that UnityWebRequestMultimedia.GetAudioClip is way to go.
var audioBytes = Convert.FromBase64String(base64EncodedMp3String);
var tempPath = Application.persistentDataPath + "tmpMP3Base64.mp3";
File.WriteAllBytes(tempPath, audioBytes);
UnityWebRequest request = UnityWebRequestMultimedia.GetAudioClip(tempPath, AudioType.MPEG);
Here is a complete example: