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.

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 *= bytesToFloat(wav[pos], wav[pos + 1]);*
  •  		pos += 2;*
    
  •  		if (ChannelCount == 2) {*
    

_ RightChannel = 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();

I created a Wav Utility for Unity to convert wav bytes to AudioClip - GitHub - deadlyfingers/UnityWav: WAV utility for saving and loading wav files in Unity

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);

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.