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AudioSources and the AudioListener can have filter components applied, by adding the filter components to the same GameObject the AudioSource or AudioListener is on. Filter effects are serialized in the component order as seen here:
音频源(AudioSources)和音频侦听器(AudioListener)可以应用到过滤器组件,通过加入过滤器组件到相同的游戏物体(GameObject)--- 带有音频源(AudioSource)或音频侦听器(AudioListener)。过滤效果是按照在下面看到的组件顺序进行序列化的:
Enabling/Disabling a filter component will bypass the filter. Though highly optimized, some filters are still CPU intensive. Audio CPU usage can monitored in the profiler under the Audio Tab.
启用/禁用一个过滤器组件会直通过滤器。虽然高度优化,一些过滤器仍然是CPU密集型。(比较耗资源) 音频CPU使用情况可以在"音频"选项卡(Audio Tab)下的分析器(profiler)监测。
See these pages for more information on each filter type:
每个过滤器类型的更多信息,请参见这些页面:
Low Pass Filter 低通滤波器
High Pass Filter 高通滤波器
Echo Filter 回声滤波器
Distortion Filter 失真滤波器
Reverb Filter 混响滤波器
Ch***s Filter 合声滤波器
【来源:互联网】
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