The Audio Listener acts as a microphone-like device. It receives input from any givenAudio Sourcein the scene and plays sounds through the computer speakers. For most applications it makes the most sense to attach the listener to the MainCamera. If an audio listener is within the boundaries of aReverb Zonereverberation is applied to all audible sounds in the scene. (PRO only) Furthermore,Audio Effectscan be applied to the listener and it will be applied to all audible sounds in the scene.
音頻監(jiān)聽器扮演著像麥克風(fēng)這樣的設(shè)備。它接收任何在場景輸入的音頻源(Audio Source)苟径,并通過計(jì)算機(jī)的揚(yáng)聲器播放聲音。對于大多數(shù)應(yīng)用程序,經(jīng)常會(huì)把偵聽器貼在主攝像頭(Main Camera)狸相。如果一個(gè)音頻偵聽器在混響區(qū)(Reverb Zone )內(nèi),混響會(huì)應(yīng)用到在場景中所有能聽到的聲音捐川。(只在專業(yè)版)此外脓鹃,音頻效果(Audio Effects ),可以應(yīng)用到偵聽器古沥,它將被應(yīng)用到場景中的所有聽得見的聲音瘸右。
The Audio Listener, attached to the Main Camera
音頻偵聽器(Audio Listener)貼到主攝像機(jī)
Properties 屬性
The Audio Listener has no properties. It simply must be added to work. It is always added to the Main Camera by default.
音頻監(jiān)聽器沒有屬性。它必須被添加才能使用渐白。它總是默認(rèn)地添加到主照相機(jī)尊浓。
Details 細(xì)節(jié)
The Audio Listener works in conjunction withAudio Sources, allowing you to create the aural experience for your games. When the Audio Listener is attached to a GameObject in your scene, any Sources that are close enough to the Listener will be picked up and output to the computer's speakers. Each scene can only have 1 Audio Listener to work properly.
音頻偵聽器(Audio Listener)配合音頻源(Audio Sources),讓你可以為你的游戲創(chuàng)建聽覺體驗(yàn)纯衍。當(dāng)音頻監(jiān)聽器貼在場景中的一個(gè)游戲?qū)ο蠖俺荩魏我纛l源,如果足夠接近偵聽器就會(huì)被獲取并輸出到計(jì)算機(jī)的揚(yáng)聲器。每個(gè)場景只能有1個(gè)音頻偵聽器正常工作瓦堵。
If the Sources are 3D (see import settings inAudio Clip), the Listener will emulate position, velocity and orientation of the sound in the 3D world (You can tweak attenuation and 3D/2D behavior in great detail inAudio Source) . 2D will ignore any 3D processing. For example, if your character walks off a street into a night club, the night club's music should probably be 2D, while the individual voices of characters in the club should be mono with their realistic positioning being handled by Unity.
如果音頻源是3D( 見音頻剪輯(Audio Clip)中的導(dǎo)入設(shè)置(import settings))基协,偵聽器將模擬在3D世界聲音的位置,速度和方向(你可以調(diào)整衰減和3D/2D行為菇用,這在音頻源( Audio Source)有非常詳細(xì)的介紹)澜驮。 2D將忽略任何3D處理。例如惋鸥,如果你的人物在街道行走杂穷,走進(jìn)夜總會(huì),夜總會(huì)的音樂也許應(yīng)該是二維的卦绣,而人物在俱樂部內(nèi)獨(dú)立的聲音耐量,應(yīng)該是伴隨著他們真實(shí)定位的單聲道在Unity中處理。
You should attach the Audio Listener to either the Main Camera or to the GameObject that represents the player. Try both to find what suits your game best.
你應(yīng)該將音頻監(jiān)聽器貼在主相機(jī)(Main Camera)或代表玩家的游戲?qū)ο螅℅ameObject)滤港。都試一下廊蜒,找到最適合你的游戲的那種。
Hints 提示
Each scene can only have one Audio Listener.
每個(gè)場景只能有一個(gè)音頻監(jiān)聽器溅漾。
You access the project-wide audio settings using theAudio Manager, found in the Edit->Project Settings->Audio menu.
您可以使用音頻管理器(Audio Manager)山叮,在菜單欄通過Edit->Project Settings->Audio訪問項(xiàng)目范圍內(nèi)的音頻設(shè)置。
View theAudio ClipComponent page for more information about Mono vs Stereo sounds.
查看音頻剪輯組件頁添履,了解更多關(guān)于單聲道與立體聲聲音的信息屁倔。
Audio Source 音頻源
The Audio Source plays back anAudio Clipin the scene. If the Audio Clip is a 3D clip, the source is played back at a given position and will attenuate over distance. The audio can be spread out between speakers (stereo to 7.1) (Spread) and morphed between 3D and 2D (PanLevel). This can be controlled over distance with falloff curves. Also, if thelisteneris within 1 or multipleReverb Zones, reverberations is applied to the source. (PRO only) Individual filters can be applied to each audio source for an even richer audio experience. SeeAudio Effectsfor more details.
音頻源(Audio Source)在場景中播放音頻剪輯(Audio Clip)。如果音頻剪輯(Audio Clip)是一個(gè)3D剪輯暮胧,音頻源是在一個(gè)給定的位置汰现,并會(huì)隨距離衰減這樣的方式進(jìn)行播放。音頻可以在揚(yáng)聲器之間傳播(立體聲至7.1)(擴(kuò)散Spread)和可以在3D和2D(平衡調(diào)整級別PanLevel)之間進(jìn)行轉(zhuǎn)換叔壤。這是可以控制的隨距離衰減曲線。此外口叙,如果偵聽器是在1個(gè)或多個(gè)混響區(qū)中炼绘,回響將會(huì)應(yīng)用到音頻源。 (只專業(yè)版可用)單獨(dú)的過濾器可以應(yīng)用到每個(gè)音頻源妄田,可以得到更豐富的音頻體驗(yàn)俺亮。更多細(xì)節(jié)請參閱音頻效果(Audio Effects)。
The Audio Source gizmo in the Scene View and its settings in the inspector.
音頻源在場景視圖中g(shù)izmo 和 它在檢視面板中的設(shè)置
Properties 屬性
Audio Clip 音頻剪輯
Reference to the sound clip file that will be played.
將被播放的聲音剪輯文件
Mute 靜音
If enabled the sound will be playing but muted.
如果啟用疟呐,聲音將被播放脚曾,但沒有聲音(靜音)
Bypass Effects 直通效果
This Is to quickly "by-pass" filter effects applied to the audio source. An easy way to turn all effects on/off.
應(yīng)用到音頻源的快速"直通"過濾效果。一個(gè)簡單的方法來打開/關(guān)閉所有特效启具。
Play On Awake
喚醒時(shí)播放
If enabled, the sound will start playing the moment the scene launches. If disabled, you need to start it using the Play() command from scripting.
如果啟用本讥,則聲音會(huì)在場景啟動(dòng)的時(shí)候開始播放。如果禁用,則需要從腳本中使用的play()命令來啟動(dòng)它拷沸。
Loop 循環(huán)
Enable this to make the Audio Clip loop when it reaches the end.
啟用這個(gè)屬性使音頻剪輯(Audio Clip)在播放結(jié)束后循環(huán) 色查。
Priority
優(yōu)先權(quán)
Determines the priority of this audio source among all the ones that coexist in the scene. (Priority: 0 = most important. 256 = least important. Default = 128.). Use 0 for music tracks to avoid it getting occasionally swapped out.
確定場景所有并存的音頻源之間的優(yōu)先權(quán)。(0=最重要的優(yōu)先權(quán)撞芍。256 =最不重要秧了。默認(rèn)為128。)序无。使用0的音樂曲目验毡,以避免偶爾換出。
Volume 音量
How loud the sound is at a distance of 1 world unit (1 meter) from the Audio Listener.
聲音從距離音頻監(jiān)聽器(Audio Listener)1個(gè)世界單位(1米)處有多響帝嗡?
Pitch 音調(diào)
Amount of change in pitch due to slowdown/speed up of the Audio Clip. Value 1 is normal playback speed.
改變音調(diào)(Pitch)值晶通,可以減速/加速音頻剪輯的播放。1是正常播放速度丈探。
3D Sound Settings
3D聲音設(shè)置
Settings that are applied to the audio source if the is a 3D Sound.
如果是一個(gè)三維的聲音录择,應(yīng)用到音頻源的設(shè)置
Pan Level
平衡調(diào)整級別
Sets how much the 3d engine has an effect on the audio source.
設(shè)置多少,3D引擎在音頻源上有效果碗降。
Spread 擴(kuò)散
Sets the spread angle to 3d stereo or multichannel sound in speaker space.
設(shè)置3D立體聲或者多聲道音響在揚(yáng)聲器空間的傳播角度隘竭。
Doppler Level
多普勒級別
Determines how much doppler effect will be applied to this audio source (if is set to 0, then no effect is applied).
決定了多少多普勒效應(yīng)將被應(yīng)用到這個(gè)音頻信號(hào)源(如果設(shè)置為0,就是無效果)讼渊。
Min Distance
最小距離
Within the MinDistance, the sound will stay at loudest possible. Outside MinDistance it will begin to attenuate. Increase the MinDistance of a sound to make it 'louder' in a 3d world, and decrease it to make it 'quieter' in a 3d world.
在最小距離(MinDistance)之內(nèi)动看,聲音會(huì)保持最響亮。 在最小距離(MinDistance)之外爪幻,聲音就會(huì)開始衰減菱皆。增加聲音的最小距離(MinDistance),可以使聲音在3D世界"更響亮"挨稿,減少最小距離(MinDistance)可使聲音在一個(gè)三維世界"安靜"仇轻。
Max Distance
最大距離
The distance where the sound stops attenuating at. Beyond this point it will stay at the volume it would be at MaxDistance units from the listener and will not attenuate any more.
聲音停止衰減距離。超過這一點(diǎn)奶甘,它將在距離偵聽器最大距離(MaxDistance)單位篷店,保持音量,并不會(huì)作任何衰減臭家。
Rolloff Mode
衰減模式
How fast the sound fades. The higher the value, the closer the Listener has to be before hearing the sound.(This is determined by a Graph).
聲音淡出的速度有多快疲陕。該值越高,越接近偵聽器最先聽到聲音(這是由圖形決定)钉赁。
Logarithmic Rolloff
對數(shù)衰減
The sound is loud when you are close to the audio source, but when you get away from the object it decreases significantly fast.
當(dāng)你接近的音頻源蹄殃,聲音響亮,但是當(dāng)你遠(yuǎn)離對象你踩,聲音下降顯著快诅岩。
Linear Rolloff
線性衰減
The more far away from the audio source you go, the less you can hear it.
越是遠(yuǎn)離音頻源的讳苦,你可以聽到的聲音越小。
Custom Rolloff
自定義衰減
The sound from the audio source behaves accordingly to how you set the graph of roll offs.
根據(jù)你設(shè)置的衰減圖形按厘,來自音頻源的聲音行為医吊。
2D Sound Settings
2D聲音設(shè)置
Settings that are applied to the audio source if the is a 3D Sound.
如果是一個(gè)二維的聲音,應(yīng)用到音頻源的設(shè)置
Pan 2D
2D平衡調(diào)整
Sets how much the engine has an effect on the audio source.
設(shè)置多少逮京,引擎在音頻源上有效果卿堂。
Types of Rolloff 衰減類型
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.
衰減模式有三種:對數(shù),線性和自定義衰減懒棉。自定義衰減可以修改通過修改音量的距離曲線草描,如下所述。當(dāng)它被設(shè)置為對數(shù)或線性類型時(shí)策严,如果你修改音量距離函數(shù)穗慕,類型將自動(dòng)更改為自定義衰減。
Rolloff Modes that an audio source can have.音頻源的衰減模式
Distance Functions 距離函數(shù)
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.
有音頻的幾個(gè)的屬性妻导,作為 音頻源和音頻偵聽器之間的距離的函數(shù)逛绵,可以被修改。
Volume: Amplitude(0.0 - 1.0) over distance.音量:幅度(0.0-1.0)隨距離
Pan: Left(-1.0) to Right(1.0) over distance.平衡調(diào)整: 左(-1.0)到右(1.0)隨距離
Spread: Angle (degrees 0.0 - 360.0) over distance.擴(kuò)散:角度(0.0到360.0度)隨距離
Low-Pass(only if LowPassFilter is attached to the AudioSource): Cutoff Frequency (22000.0-10.0) over distance.
低通(只有當(dāng)?shù)屯V波器(LowPassFilter)貼到音頻源(AudioSource)上): 低通截止頻率(10.0~22000.0hz)隨距離倔韭。
Distance functions for Volume, Pan, Spread and Low-Pass audio filter. The current distance to the Audio Listener is marked in the graph.
音量术浪,平衡調(diào)整,擴(kuò)散和低通音頻濾波器的距離函數(shù)寿酌。當(dāng)前到音頻監(jiān)偵聽器的距離在圖中標(biāo)記胰苏。
To modify the distance functions, you can edit the curves directly. For more information, see the guide toEditing Curves.
要修改的距離函數(shù),您可以直接編輯曲線醇疼。想了解更多信息硕并,請參閱編輯曲線(Editing Curves)的指南。
Creating Audio Sources 創(chuàng)建音頻源
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.
沒有分配音頻剪輯的音頻源不會(huì)播放任何東西秧荆。剪輯是實(shí)際的聲音文件倔毙,該文件將被播放。音頻源就像是一個(gè)控制器乙濒,用于啟動(dòng)和停止播放該剪輯普监,并修改其他的音頻屬性。
To create a new Audio Source 創(chuàng)建一個(gè)新的音頻源:
Import your audio files into your Unity Project. These are now Audio Clips.
導(dǎo)入你的音頻文件到Unity項(xiàng)目琉兜。這些都是現(xiàn)在的音頻剪輯。
Go to GameObject->Create Empty from the menubar.
從菜單欄選擇GameObject->Create Empty
With the new GameObject selected, select Component->Audio->Audio Source.
隨著新的游戲?qū)ο?GameObject) 被選擇毙玻,選擇Component->Audio->Audio Source
Assign the Audio Clip property of the Audio Source Component in the Inspector.
在檢視面板中分配音頻源 (Audio Source)組件的音頻剪輯屬性豌蟋。
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:如果你想創(chuàng)建一個(gè)音頻源,只需有一個(gè)音頻剪輯(Audio Clip)在你的資源文件夾桑滩,你可以拖拽音頻剪輯(Audio Clip)到場景視圖梧疲,那么帶有音頻源(Audio Source)的游戲?qū)ο髮⒆詣?dòng)創(chuàng)建允睹。
Platform specific details 平臺(tái)的具體細(xì)節(jié)
iOS
On mobile platforms compressed audio is encoded as MP3 for speedier decompression. Beware that this compression can remove samples at the end of the clip and potentially break a "perfect-looping" clip. Make sure the clip is right on a specific MP3 sample boundary to avoid sample clipping (Tools to perform this is widely available). For performance reasons audio clips can be played back using the Apple hardware codec. To enable this check the "Use Hardware" checkbox in the import settings. See theAudio Clipdocumentation for more details.
在移動(dòng)平臺(tái)上的壓縮音頻以MP3格式編碼為了能快捷解壓。要注意幌氮,這種壓縮是可以刪除剪輯結(jié)尾的樣品缭受,并可能打破一個(gè)"完美循環(huán)"的剪輯。確保剪輯是正確的在一個(gè)特定的MP3樣品邊界,避免樣品剪裁(這是執(zhí)行它廣泛被使用的工具)该互。出于性能方面的原因米者,音頻剪輯可以使用蘋果的硬件編解碼器進(jìn)行播放。若要啟用它宇智,選上在導(dǎo)入設(shè)置(import settings)的"使用硬件(Use Hardware)"復(fù)選框蔓搞。有關(guān)詳細(xì)信息,請參閱音頻剪輯(Audio Clip)文件随橘。
Android
On mobile platforms compressed audio is encoded as MP3 for speedier decompression. Beware that this compression can remove samples at the end of the clip and potentially break a "perfect-looping" clip. Make sure the clip is right on a specific MP3 sample boundary to avoid sample clipping (Tools to perform this is widely available).
在移動(dòng)平臺(tái)上的壓縮音頻以MP3格式編碼為了能快捷解壓喂分。要注意,這種壓縮是可以刪除剪輯結(jié)尾的樣品机蔗,并可能打破一個(gè)"完美循環(huán)"的剪輯蒲祈。確保剪輯是正確的在一個(gè)特定的MP3樣品邊界,避免樣品剪裁(這是執(zhí)行它廣泛被使用的工具)。
Audio Clip 音頻剪輯
Audio Clips are audio data used byAudio Sources. Unity supports mono, stereo and multi (up to 8) channels audio assets. Unity supports importing the following audio file formats:.aif,.wav,.mp3, and.ogg, and the followingtracker module file formats:.xm,.mod,.it, and.s3m. The tracker module assets works the same way as any other audio assets in Unity except no waveform preview can be rendered to the asset import inspector.
音頻剪輯被音源所使用來表現(xiàn)被導(dǎo)入到Unity的音頻資產(chǎn)萝嘁。Unity同時(shí)支持單聲道和立體聲音頻資產(chǎn)梆掸。Unity支持導(dǎo)入以下音頻文件格式:.aif, .wav, .mp3, 和 .ogg,和以下音軌模塊:.xm, .mod, .it, 和 .s3m酿愧。在Unity音軌模塊資源和其他音頻資源一樣沥潭,除了無波形預(yù)覽渲染到資源導(dǎo)入檢視面板。
The Audio Clip Inspector音頻剪輯檢視面板
Properties 屬性
Audio Format 音頻格式
The specific format that will be used for the sound at runtime.
在運(yùn)行時(shí)被應(yīng)用到聲音上的特定格式嬉挡。
Native 原生的
Larger file size, higher quality. Best for very short sound effects.
較大文件尺寸钝鸽,較高質(zhì)量。最適用于很短的音效庞钢。
Compressed 壓縮的
Smaller file size, lower/variable quality. Best for medium length sound effects and music.
較小文件尺寸拔恰,較低/不穩(wěn)定質(zhì)量。最適用于中等長度音效與音樂基括。
3D Sound 三維聲音
If enabled, the sound will play back in 3D space. Both Mono and Stereo sounds can be played in 3D.
如果啟用颜懊,音樂將在3D空間中播放。在Unity2.6中风皿,單聲道和立體聲都可以在3D中播放河爹。
Force to mono 強(qiáng)制單聲道
If enabled, the audio clip will be down-mixed to a single channel sound.
如果啟用,該音頻剪輯將向下混合到單通道聲音桐款。
Load Type 加載類型
The way Unity load audio assets runtime.
運(yùn)行時(shí)Unity加載音頻的方法咸这。
Decompress on load
加載時(shí)解壓縮
Decompress sounds upon load. Use this for smaller compressed sounds to avoid the performance overhead of decompressing on the fly. Beware that decompressing sounds on load will use ~10x more memory than keeping them compressed in memory, so don't use this for large files.
加載后解壓縮聲音。使用于較小的壓縮聲音魔眨,以避免運(yùn)行時(shí)解壓縮的性能開銷媳维。要注意加載時(shí)解壓縮聲音將使用比在它們在內(nèi)存中壓縮的多10倍或更多內(nèi)存酿雪,因此不要使用這個(gè)到大文件。
Compressed in memory
在內(nèi)存中壓縮
Keep sounds compressed in memory and decompress while playing. This have a slight performance overhead (esp. for Ogg/Vorbis compressed files) so only use this for bigger files.
保持聲音在內(nèi)存中是壓縮的并在播放時(shí)解壓縮侄刽。這有輕微的性能開銷(尤其是OGG / Vorbis格式的壓縮文件)指黎,因此使用這個(gè)為大文件。
Stream from disc
從磁盤流
Stream audio data directly from disc. This uses a fraction of the original sounds size of memory. Use this for your music or very long tracks. Depending on the hardware, a general advice is to keep this down to 1-2 simultaneously streams.
直接從磁盤流音頻數(shù)據(jù)州丹。這只使用了原始聲音占內(nèi)存大小的很小一部分醋安。使用這個(gè)用于很長的音樂。取決于硬件当叭,一般建議1-2線程同時(shí)流茬故。
Compression
壓縮
Amount of Compression to be applied to a Compressed clip. Statistics about file size can be seen beneath the slider. It is suggested to drag the slider to a place that leaves the playback "good enough" but still at a small enough size to meet your file size/distribution needs.
壓縮量應(yīng)用于壓縮的剪輯。有關(guān)文件大小的統(tǒng)計(jì)可以在之后的滑動(dòng)條看到蚁鳖』前牛可以拖動(dòng)滑條來調(diào)整來調(diào)整大小,播放聲音來判斷音質(zhì)醉箕,但保持在一個(gè)足夠小的尺寸钾腺,以滿足您的文件大小/分配需要。
Hardware Decoding
硬件解碼
(iOS ONLY) Available for compressed audio on iOS devices. Uses Apple's hardware decoder for less CPU intensive decompression. Check out Platform Specific details for more info.
(僅iOS)用于iOS設(shè)備壓縮的音頻讥裤。使用蘋果的硬件解碼來減少CPU的密集解壓縮放棒。
Gapless looping
無縫循環(huán)
(Android/iOS ONLY) Use this when compressing a perfect looping audio source file (in a non-compressed PCM format) to preserve the loop. Standard MPEG encoders introduce silence around the loop point, which will play as little "click" or "pop". Unity handles this smoothly for you.
(僅Android/iOS)當(dāng)壓縮一個(gè)完美的循環(huán)音頻源文件(在一個(gè)非壓縮的PCM格式)保持循環(huán)時(shí),使用這個(gè)己英。標(biāo)準(zhǔn)的MPEG編碼器插入silence循環(huán)點(diǎn)间螟,播放時(shí)有小的"click" 或 "pop"(可能是短暫停頓的意思)。Unity為你順暢處理這個(gè)問題损肛。
Importing Audio Assets 導(dǎo)入音頻資源
Unity supports bothCompressedandNativeAudio. Any type of file (except MP3/Ogg Vorbis) will be initially imported asNative. Compressed audio files must be decompressed by the CPU while the game is running, but are smaller in file size. IfStreamis checked the audio is decompressedon the fly, or else the audio is decompressed entirely upon load. Native PCM formats (WAV, AIFF) have the benefit of being higher fidelity without increasing CPU taxation, but create much larger files. Module files (.mod,.it,.s3m..xm) can deliver very high quality with an extremely low footprint.
Unity支持壓縮的和原生的音頻厢破。任何類型的文件(MP3/Ogg Vorbis的除外),最初都以原生音頻導(dǎo)入(Native即不經(jīng)任何處理的音頻本身)治拿。游戲運(yùn)行時(shí)摩泪,壓縮音頻文件必須由CPU解壓縮,但文件要較小劫谅。流(Stream )被選擇见坑,音頻在將運(yùn)行時(shí)解壓縮,或者音頻在加載時(shí)完全解縮捏检。原生PCM格式(WAV荞驴,AIFF)有在不增加CPU資源同時(shí)有更高的保真度的好處,但創(chuàng)建更大的文件贯城。模塊文件(.MOD熊楼,.S3M,. XM)可以提供非常高的質(zhì)量與極低的占用空間冤狡。
As a general rule of thumb,Compressedaudio(or modules) are best for long files like background music or dialog, and uncompressed is better for short sound effects. Tweak the amount of Compression with the compression slider to just before the difference in sound quality is noticeable.
一般的經(jīng)驗(yàn)是孙蒙,壓縮音頻(或模塊)最好是長文件,如背景音樂或?qū)υ挶ǎ磯嚎s的用于短聲音效果更好挎峦。用壓縮滑動(dòng)條(Compression)來調(diào)整壓縮量,前后音質(zhì)的差異是明顯的合瓢。
Using 3D Audio 使用3D音頻
If an audio clip is marked as a 3D Sound then it will be played back to simulate its position in the game world's 3D space. 3D sounds emulate distance and location of sounds by attenuating volume and panning across speakers. Both mono and multiple channel sounds can be positioned in 3D. For multiple channel audio, use thespreadoption on theAudio Sourceto spread and split out the discrete channels in speaker space. Unity offers a variety of options to control and fine-tune the audio behavior in 3D space. Take a look atAudio Source.
如果音頻剪輯標(biāo)記為3D聲音(3D Sound)坦胶,它會(huì)模擬在游戲世界三維空間中的位置播放。 3D聲音以衰減音量和揚(yáng)聲器之間平衡調(diào)整模擬聲音的距離和位置晴楔。單聲道和??多聲道聲音都可以放置在三維空間顿苇。對于多聲道音頻,使用的音頻源(Audio Source)中的擴(kuò)散(spread )選項(xiàng)來擴(kuò)散并在揚(yáng)聲器空間分離出離散通道税弃。Unity提供了多個(gè)選項(xiàng)纪岁,來控制和微調(diào)三維空間中音頻的行為。參見音頻源(Audio Source)则果。
Platform specific details 平臺(tái)支持細(xì)節(jié)
iOS
On mobile platforms compressed audio is encoded as MP3 for less CPU intensive decompression.
在移動(dòng)平臺(tái)上的壓縮音頻以MP3格式編碼幔翰,以在解壓縮時(shí)占用更少的CPU資源。
For performance reasons audio clips can be played back using the Apple hardware codec. To enable this check the "Hardware Decoding" checkbox in the Audio Importer. Note that only one hardware audio stream can be decompressed at a time, including the background iPod audio.
出于性能方面的原因音頻剪輯可以使用蘋果的硬件編解碼器進(jìn)行播放西壮。要啟用它遗增,在音頻導(dǎo)入器(Audio Importer)下的"硬件解碼(Hardware Decoding)"復(fù)選框勾選上。請注意款青,同一時(shí)間只能有一個(gè)硬件音頻流解壓縮做修,包括背景的iPod音頻。
If the hardware decoder is not available, the decompression will fall back on the software decoder (on iPhone 3GS or newer Apple's software decoder is used over Unity's(FMOD) own decoder).
如果硬件解碼器不可用抡草,解壓的任務(wù)將落在軟件解碼器上(iPhone 3GS或更新的蘋果軟件解碼器是使用Unity(FMOD)自帶的解碼器)饰及。
Android
On mobile platforms compressed audio is encoded as MP3 for less CPU intensive decompression.
在移動(dòng)平臺(tái)上的壓縮音頻以MP3格式編碼,以在解壓縮時(shí)占用更少的CPU資源渠牲。