音频源(Audio Source)和音频监听器(在Main Camera下面)
声明:
AudioSource audio001;
关联:
audio001 = this.GetComponent<AudioSource>();
加上音频:
audio001.clip = Resources.Load<AudioClip>("YI");
接收键盘事件,两种实现效果一样:
if (Input.GetKeyDown(KeyCode.A));
if (Input.GetKeyDown("a"))
判断是否正在播放:
if (audio001.isPlaying == false)
播放:
audio001.Play();
暂停:
audio001.Pause();
停止:
audio001.Stop();//再次打开,从头播放
代码:
using System;using System.Collections;using System.Collections.Generic;using UnityEngine;public class AudioTest : MonoBehaviour{// Start is called before the first frame updateAudioSource audio001;void Start(){audio001 = this.GetComponent<AudioSource>();audio001.clip = Resources.Load<AudioClip>("YI");Console.WriteLine(audio001.isPlaying);}// Update is called once per framevoid Update(){//if (Input.GetKeyDown(KeyCode.A))//与下面实现效果一样if (Input.GetKeyDown("a")){if (audio001.isPlaying == false){audio001.Play();}else{Debug.Log("音频已经播放中,无需重复播放");}}if (Input.GetKeyDown("b")){if (audio001.isPlaying == true){audio001.Pause();}}if (Input.GetKeyDown("c")){if (audio001.isPlaying == true){audio001.Stop();//再次打开,从头播放}}}}
音频过滤器(失真+合音+回声+高通+低通+混响)+音频混响区(最大距离、最小距离,内置有声音)
音频管理器:(注意:全局音量+音量衰退因子+DSP缓冲区大小)