usingUnityEngine;publicclassVolumeController:MonoBehaviour{publicAudioSourceaudioSource;// 在Inspector中连接AudioSource组件publicfloatvolumeIncreaseRate=0.1f;// 音量增加的速率voidUpdate(){if(Input.GetKeyDown(KeyCode.UpArrow)){IncreaseVolume();}if(Input.GetKeyDown(KeyCode.DownArrow)){DecreaseVolume();}}pu...
public AudioSource AudioSource; public TMP_InputField Path; public TMP_Text CurSongName; public Button PreviousSong; public Button NextSong; public Button PlayBtn; public bool isPlaying; public List<AudioClip> Songs=new List<AudioClip>(); public AudioClip CurrentSong; public List<string> SongsNa...
voidStart(){audioSource.volume=PlayerPrefs.GetFloat("SoundVolume",0.5f);} 1. 2. 3. 我们可以使用隐藏的高级命令,如下: <details> <summary>高级命令</summary> // 高级配置命令audioSource.volume=Mathf.Clamp(PlayerPrefs.GetFloat("SoundVolume"),0f,1f); 1. 2. </details> 验证测试 在实施解决方案...
GetCustomCurve 获取给定 AudioSourceCurveType 的当前自定义曲线。 GetOutputData 提供当前播放源的输出数据块。 GetSpatializerFloat 读取附加到 AudioSource 的自定义空间音响效果的用户定义参数。 GetSpectrumData 提供当前播放音频源的频谱数据块。 Pause 暂停播放 clip。 Play 播放clip。 PlayDelayed 按照指定的延时(以...
Unity - Scripting API: AudioSource.GetOutputData 获得一段音频的时域数据 Unity - Scripting API: AudioSource.GetSpectrumData 获得一段音频的频域数据 显然我们需要频域数据,所以直接调用第二个 var audioSource = GetComponent<AudioSource>(); audio.clip = audioClip; audioSource.Play(); float[] sampleData...
Logarithmic Rolloff The sound is loud when you are close to the audio source, but when you get away from the object it decreases significantly fast. Linear Rolloff The further away from the audio source you go, the less you can hear it. Custom Rolloff The sound from the audio source be...
_AmplitudeBuffer= _CurrentAmplitudeBuffer /_AmplitudeHighest; }voidGetSpectrumAduioSource() { audioSource.GetSpectrumData(samples,0, FFTWindow.Blackman); }voidMakeFrequencyBands() {intcount =0;for(inti =0; i <8; i++) {floataverage =0;intsampleCount = (int)Mathf.Pow(2, i +1);if(i ...
// 声音组件(可手动添加,也可如下代码添加) private AudioSource audio; // 声音片段(音频格式都支持) public AudioClip clip; void Start () { audio = this.gameObject.AddComponent<AudioSource>(); // 一开始就播放 audio.playOnAwake = true; // 声音片段 audio.clip = clip; // 设置循环播放 audio...
audioTotalTime= newTxt.transform.GetChild(0).GetComponent<Text>(); currentHour= (int)audioSource.clip.length /3600; currentMinute= (int)(audioSource.clip.length - currentHour *3600) /60; currentSecond= (int)(audioSource.clip.length - currentHour *3600- currentMinute *60); ...
publicclassUnrefactoredPlayer:MonoBehaviour{[SerializeField]privatestringinputAxisName;[SerializeField]privatefloatpositionMultiplier;privatefloatyPosition;privateAudioSourcebounceSfx;privatevoidStart(){bounceSfx=GetComponent<AudioSource>();}privatevoidUpdate(){floatdelta=Input.GetAxis(inputAxisName)*Time.deltaTime;...