查看: 3129|回复: 0
打印 上一主题 下一主题

[Unity 组件参考手册]组件:资源组件之音频剪辑

[复制链接]
.    

3797

主题

11

听众

5万

积分

首席设计师

Rank: 8Rank: 8

纳金币
32328
精华
41

活跃会员 优秀版主 荣誉管理 论坛元老

跳转到指定楼层
楼主
发表于 2013-1-24 17:29:29 |只看该作者 |倒序浏览
Assets are the models, textures, sounds and all other "content" files from which you make your game.资源就是模型,纹理,声音和所有其他"内容",制作游戏所用的文件。This section describes Components for all asset types. For a general overview of assets, see Assets overview page.本部分介绍所有资源类型的组件。想要知道资源的一般概述,请参阅资源概览页面。 下面介绍音频剪辑。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.音频剪辑被音源所使用来表现被导入到Unity的音频资产。Unity同时支持单声道和立体声音频资产。Unity支持导入以下音频文件格式:.aif, .wav, .mp3, 和 .ogg,和以下音轨模块:.xm, .mod, .it, 和 .s3m。在Unity音轨模块资源和其他音频资源一样,除了无波形预览渲染到资源导入检视面板。Audio Clip 音频剪辑
The Audio Clip Inspector 音频剪辑检视面板
[Properties 属性]Audio Format 音频格式
    The specific format that will be used for the sound at&nbsp***ntime.
    在运行时被应用到声音上的特定格式。
        Native 原生的
    Larger file size, higher quality. Best for very short sound effects.
    较大文件尺寸,较高质量。最适用于很短的音效。
        Compressed 压缩的
    Smaller file size, lower/variable quality. Best for medium length sound effects and music.
    较小文件尺寸,较低/不稳定质量。最适用于中等长度音效与音乐。
    3D Sound 三维声音
    If enabled, the sound will play back in 3D space. Both Mono and Stereo sounds can be played in 3D.
    如果启用,音乐将在3D空间中播放。在Unity2.6中,单声道和立体声都可以在3D中播放。
    Force to mono 强制单声道
    If enabled, the audio clip will be down-mixed to a single channel sound.
    如果启用,该音频剪辑将向下混合到单通道声音。
   Load Type 加载类型
    The way Unity load audio assets&nbsp***ntime.
    运行时Unity加载音频的方法。
        Decompress on load 加载时解压缩
    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.
    加载后解压缩声音。使用于较小的压缩声音,以避免运行时解压缩的性能开销。要注意加载时解压缩声音将使用比在它们在内存中压缩的多10倍或更多内存,因此不要使用这个到大文件。
        Compressed in memory 在内存中压缩
    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.
    保持声音在内存中是压缩的并在播放时解压缩。这有轻微的性能开销(尤其是OGG / Vorbis格式的压缩文件),因此使用这个为大文件。
        Stream from disc 从磁盘流
    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.
    直接从磁盘流音频数据。这只使用了原始声音占内存大小的很小一部分。使用这个用于很长的音乐。取决于硬件,一般建议1-2线程同时流。
    Compression 压缩
    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.
    压缩量应用于压缩的剪辑。有关文件大小的统计可以在之后的滑动条看到。可以拖动滑条来调整来调整大小,播放声音来判断音质,但保持在一个足够小的尺寸,以满足您的文件大小/分配需要。
    Hardware Decoding 硬件解码
    (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.
    (仅iOS)用于iOS设备压缩的音频。使用苹果的硬件解码来减少CPU的密集解压缩。
    Gapless looping 无缝循环
    (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.
    (仅Android/iOS)当压缩一个完美的循环音频源文件(在一个非压缩的PCM格式)保持循环时,使用这个。标准的MPEG编码器插入silence循环点,播放时有小的"click" 或 "pop"(可能是短暂停顿的意思)。Unity为你顺畅处理这个问题。 [Importing Audio Assets 导入音频资源]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&nbsp***nning, 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支持压缩的和原生的音频。任何类型的文件(MP3/Ogg Vorbis的除外),最初都以原生音频导入(Native即不经任何处理的音频本身)。游戏运行时,压缩音频文件必须由CPU解压缩,但文件要较小。流(Stream )被选择,音频在将运行时解压缩,或者音频在加载时完全解缩。原生PCM格式(WAV,AIFF)有在不增加CPU资源同时有更高的保真度的好处,但创建更大的文件。模块文件(.MOD,.S3M,. XM)可以提供非常高的质量与极低的占用空间。As a general&nbsp***le 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.一般的经验是,压缩音频(或模块)最好是长文件,如背景音乐或对话,未压缩的用于短声音效果更好。用压缩滑动条(Compression)来调整压缩量,前后音质的差异是明显的。 [Using 3D Audio 使用3D音频]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.如果音频剪辑标记为3D声音(3D Sound),它会模拟在游戏世界三维空间中的位置播放。 3D声音以衰减音量和扬声器之间平衡调整模拟声音的距离和位置。单声道和多声道声音都可以放置在三维空间。对于多声道音频,使用的音频源(Audio Source)中的扩散(spread )选项来扩散并在扬声器空间分离出离散通道。Unity提供了多个选项,来控制和微调三维空间中音频的行为。参见音频源(Audio Source)。
[Platform specific details 平台支持细节]
iOSOn mobile platforms compressed audio is encoded as MP3 for less CPU intensive decompression.在移动平台上的压缩音频以MP3格式编码,以在解压缩时占用更少的CPU资源。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频剪辑可以使用苹果的硬件编解码器进行播放。要启用它,在音频导入器(Audio Importer)下的"硬件解码(Hardware Decoding)"复选框勾选上。请注意,同一时间只能有一个硬件音频流解压缩,包括背景的iPod音频。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).如果硬件解码器不可用,解压的任务将落在软件解码器上(iPhone 3GS或更新的苹果软件解码器是使用Unity(FMOD)自带的解码器)。
AndroidOn mobile platforms compressed audio is encoded as MP3 for less CPU intensive decompression.在移动平台上的压缩音频以MP3格式编码,以在解压缩时占用更少的CPU资源。 【来源:互联网】
更多精彩教程,尽在web3D纳金网http://www.narkii.com/college/
分享到: QQ好友和群QQ好友和群 腾讯微博腾讯微博 腾讯朋友腾讯朋友 微信微信
转播转播0 分享淘帖0 收藏收藏0 支持支持0 反对反对0
回复

使用道具 举报

您需要登录后才可以回帖 登录 | 立即注册

手机版|纳金网 ( 闽ICP备2021016425号-2/3

GMT+8, 2024-11-16 03:21 , Processed in 0.193565 second(s), 32 queries .

Powered by Discuz!-创意设计 X2.5

© 2008-2019 Narkii Inc.

回顶部