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转自:http://www.ceeger.com/Components/class-AudioSource.html
音频源(Audio Source)在场景中播放音频剪辑(Audio Clip)。如果音频剪辑(Audio Clip)是一个3D剪辑,音频源是在一个给定的位置,并会随距离衰减这样的方式进行播放。
There are three Rolloff modes: Logarithmic, Linear and Custom Rolloff. The Custom Rolloff can be modified by modifying the volume distance curve as described below. If you try to modify the volume distance function when it is set to Logarithmic or Linear, the type will automatically change to Custom Rolloff.
衰减模式有三种:对数,线性和自定义衰减。自定义衰减可以修改通过修改音量的距离曲线,如下所述。当它被设置为对数或线性类型时,如果你修改音量距离函数,类型将自动更改为自定义衰减。
Rolloff Modes that an audio source can have. 音频源的衰减模式
There are several properties of the audio that can be modified as a function of the distance between the audio source and the audio listener.
有音频的几个的属性,作为 音频源和音频侦听器之间的距离的函数,可以被修改。
Volume: Amplitude(0.0 - 1.0) over distance. 音量:幅度(0.0-1.0)随距离
Pan: Left(-1.0) to Right(1.0) over distance. 平衡调整: 左(-1.0)到右(1.0)随距离
Spread: Angle (degrees 0.0 - 360.0) over distance. 扩散:角度(0.0到360.0度)随距离
Low-Pass (only if LowPassFilter is attached to the AudioSource): Cutoff Frequency (22000.0-10.0) over distance.
低通(只有当低通滤波器(LowPassFilter)贴到音频源(AudioSource)上): 低通截止频率(10.0~22000.0hz)随距离。
Distance functions for Volume, Pan, Spread and Low-Pass audio filter. The current distance to the Audio Listener is marked in the graph.
音量,平衡调整,扩散和低通音频滤波器的距离函数。当前到音频监侦听器的距离在图中标记。
To modify the distance functions, you can edit the curves directly. For more information, see the guide to Editing Curves.
要修改的距离函数,您可以直接编辑曲线。想了解更多信息,请参阅编辑曲线(Editing Curves)的指南。
Audio Sources don't do anything without an assigned Audio Clip. The Clip is the actual sound file that will be played back. The Source is like a controller for starting and stopping playback of that clip, and modifying other audio properties.
没有分配音频剪辑的音频源不会播放任何东西。剪辑是实际的声音文件,该文件将被播放。音频源就像是一个控制器,用于启动和停止播放该剪辑,并修改其他的音频属性。
To create a new Audio Source 创建一个新的音频源:
Note: If you want to create an audio source just for one Audio Clip that you have in the Assets folder, you can drag and drop that Audio Clip to the scene view and an Audio Source game object will be created automatically for it.
注意:如果你想创建一个音频源,只需有一个音频剪辑(Audio Clip)在你的资源文件夹,你可以拖拽音频剪辑(Audio Clip)到场景视图,那么带有音频源(Audio Source)的游戏对象将自动创建。
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