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Unity組件:Audio Clip 音頻剪輯

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Audio Clips are audio data used by Audio 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 following tracker 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(lái)表現(xiàn)被導(dǎo)入到Unity的音頻資產(chǎn)。Unity同時(shí)支持單聲道和立體聲音頻資產(chǎn)。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。在Unity音軌模塊資源和其他音頻資源一樣,除了無(wú)波形預(yù)覽渲染到資源導(dǎo)入檢視面板。

Audio Clip 音頻剪輯
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。
  •     Native 原生的
    Larger file size, higher quality. Best for very short sound effects.
    較大文件尺寸,較高質(zhì)量。最適用于很短的音效。
  •     Compressed 壓縮的
    Smaller file size, lower/variable quality. Best for medium length sound effects and music.
    較小文件尺寸,較低/不穩(wěn)定質(zhì)量。最適用于中等長(zhǎng)度音效與音樂(lè)。
  • 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,音樂(lè)將在3D空間中播放。在Unity2.6中,單聲道和立體聲都可以在3D中播放。
  • 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。
  • 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。
  •     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,以避免運(yùn)行時(shí)解壓縮的性能開(kāi)銷。要注意加載時(shí)解壓縮聲音將使用比在它們?cè)趦?nèi)存中壓縮的多10倍或更多內(nèi)存,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。這有輕微的性能開(kāi)銷(尤其是OGG / Vorbis格式的壓縮文件),因此使用這個(gè)為大文件。
  •     Stream from disc
        從磁盤(pán)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(pán)流音頻數(shù)據(jù)。這只使用了原始聲音占內(nèi)存大小的很小一部分。使用這個(gè)用于很長(zhǎng)的音樂(lè)。取決于硬件,一般建議1-2線程同時(shí)流。
  • 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?梢酝蟿(dòng)滑條來(lái)調(diào)整來(lái)調(diào)整大小,播放聲音來(lái)判斷音質(zhì),但保持在一個(gè)足夠小的尺寸,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。使用蘋(píng)果的硬件解碼來(lái)減少CPU的密集解壓縮。
  • Gapless looping
    無(wú)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)。標(biāo)準(zhǔn)的MPEG編碼器插入silence循環(huán)點(diǎn),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(wèn)題。
Importing Audio Assets 導(dǎo)入音頻資源

Unity supports both Compressed and Native Audio. Any type of file (except MP3/Ogg Vorbis) will be initially imported as Native. Compressed audio files must be decompressed by the CPU while the game is running, but are smaller in file size. If Stream is checked the audio is decompressed on 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。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)。游戲運(yùn)行時(shí),壓縮音頻文件必須由CPU解壓縮,但文件要較小。流(Stream )被選擇,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。原生PCM格式(WAV,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。模塊文件(.MOD,.S3M,. XM)可以提供非常高的質(zhì)量與極低的占用空間。

As a general rule of thumb, Compressed audio(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,壓縮音頻(或模塊)最好是長(zhǎng)文件,如背景音樂(lè)或?qū)υ,未壓縮的用于短聲音效果更好。用壓縮滑動(dòng)條(Compression)來(lái)調(diào)整壓縮量,前后音質(zhì)的差異是明顯的。

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 the spread option on the Audio Source to 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 at Audio Source.

如果音頻剪輯標(biāo)記為3D聲音(3D Sound),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。單聲道和??多聲道聲音都可以放置在三維空間。對(duì)于多聲道音頻,使用的音頻源(Audio Source)中的擴(kuò)散(spread )選項(xiàng)來(lái)擴(kuò)散并在揚(yáng)聲器空間分離出離散通道。Unity提供了多個(gè)選項(xiàng),來(lái)控制和微調(diào)三維空間中音頻的行為。參見(jiàn)音頻源(Audio Source)。

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,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(píng)果的硬件編解碼器進(jìn)行播放。要啟用它,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(qǐng)注意,同一時(shí)間只能有一個(gè)硬件音頻流解壓縮,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,解壓的任務(wù)將落在軟件解碼器上(iPhone 3GS或更新的蘋(píng)果軟件解碼器是使用Unity(FMOD)自帶的解碼器)。

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。

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