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audioreverbzone 音頻混響區域

2015-1-3 08:57| 發布者: 楊炎| 查看: 1948| 評論: 0|原作者: 蠻牛|來自: unity3d腳本manual

摘要: audioreverbzone 音頻混響區inherits frombehaviourreverb zones are used when you want to gradually change from a point混響區是用于當你想從一個點逐漸變化。where there is no ambient effect to a place wher ...

audioreverbzone 音頻混響區

inherits frombehaviour

reverb zones are used when you want to gradually change from a point

混響區是用于當你想從一個點逐漸變化。

where there is no ambient effect to a place where there is one. for example you can gradually change your character's footsteps sounds and create the feeling like you where entering into a cavern, going trough a room, swimming underwater, etc.

從沒有環境影響的場所到有環境影響的場所。例如,你想逐漸改變角色腳本聲,進入到感覺像洞穴,通過一個房間,水下游泳,等等。

you can always mix reverb zones to have combined effects. for more info check reverb zones in the manual.

你總是可以混合混響區以便具有綜合效果。更多信息參見幫助手冊reverb zones。

variables變量

mindistance

the distance from the centerpoint that the reverb will have full effect at. default = 10.0.

從混響具有完全效果所在的中心點的距離。默認為10.0。

maxdistance

the distance from the centerpoint that the reverb will not have any effect. default = 15.0.

從混響不具有任意效果的中心點的距離。默認為15.0。

reverbpreset

set/get reverb preset properties

設置/獲取混響的預設屬性

room

room effect level (at mid frequencies)

環境混響等級(中頻)。

roomhf

relative room effect level at high frequencies

相對于高頻環境效果等級。

roomlf

relative room effect level at low frequencies

相對于低頻環境效果等級。

decaytime

reverberation decay time at mid frequencies

中頻混響衰減時間。

decayhfratio

high-frequency to mid-frequency decay time ratio

高頻到中頻衰減比率。

reflections

early reflections level relative to room effect

相對于環境效果的早期反射等級。

reflectionsdelay

initial reflection delay time

初始反射延遲時間。

reverb

late reverberation level relative to room effect

相對于環境效果的后期混響等級。

reverbdelay

late reverberation delay time relative to initial reflection

先對于初始反射的后期混響延遲時間。

hfreference

reference high frequency (hz)

引用高頻,單位hz。

lfreference

reference low frequency (hz)

引用低頻,單位hz。

roomrollofffactor

like rolloffscale in global settings, but for reverb room size effect

在全局設置,像rolloffscale一樣,而是用于混響環境大小效果。

diffusion

value that controls the echo density in the late reverberation decay

在后期混響衰減,控制回聲密度的值。

density

value that controls the modal density in the late reverberation decay

在后期混響衰減,控制模態密度的值。

inherited members繼承成員

inherited variables繼承變量

enabled

enabled behaviours are updated, disabled behaviours are not.

啟用行為被更新,禁用行為不更新。

transform

thetransformattached to thisgameobject(null if there is none attached).

transform附加到gameobject(游戲物體)(如無附加則為空)。

rigidbody

therigidbodyattached to thisgameobject(null if there is none attached).

rigidbody附加到gameobject(游戲物體)(如無附加則為空)。

camera

thecameraattached to thisgameobject(null if there is none attached).

camera附加到gameobject(游戲物體)(如無附加則為空)。

light

thelightattached to thisgameobject(null if there is none attached).

light附加到gameobject(游戲物體)(如無附加則為空)。

animation

theanimationattached to thisgameobject(null if there is none attached).

animation附加到gameobject(游戲物體)(如無附加則為空)。

constantforce

theconstantforceattached to thisgameobject(null if there is none attached).

constantforce附加到gameobject(游戲物體)(如無附加則為空)。

renderer

therendererattached to thisgameobject(null if there is none attached).

renderer附加到gameobject(游戲物體)(如無附加則為空)。

audio

theaudiosourceattached to thisgameobject(null if there is none attached).

audiosource附加到gameobject(游戲物體)(如無附加則為空)。

guitext

theguitextattached to thisgameobject(null if there is none attached).

guitext附加到gameobject(游戲物體)(如無附加則為空)。

networkview

thenetworkviewattached to thisgameobject(read only). (null if there is none attached)

networkview附加到gameobject(游戲物體)(只讀)(如無附加則為空)。

guitexture

theguitextureattached to thisgameobject(read only). (null if there is none attached)

guitexture附加到gameobject(游戲物體)(只讀)(如無附加則為空)。

collider

thecolliderattached to thisgameobject(null if there is none attached).

collider附加到gameobject(游戲物體)(如無附加則為空)。

hingejoint

thehingejointattached to thisgameobject(null if there is none attached).

hingejoint附加到gameobject(游戲物體)(如無附加則為空)。

particleemitter

theparticleemitterattached to thisgameobject(null if there is none attached).

particleemitter附加到gameobject(游戲物體)(如無附加則為空)。

gameobject

the game object this component is attached to. a component is always attached to a game object.

組件附加的游戲物體。一個組件總是被附加到一個游戲物體。

tag

the tag of this game object.

游戲物體的標簽。

name

the name of the object. //物體的名字

hideflags

should the object be hidden, saved with the scene or modifiable by the user?

物體是否被隱藏、保存在場景中或被用戶修改?

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