One of the big areas of focus for Unity 5.0 has definitely been in audio. After a quiet period of feature development in this area, we have been working hard at taking audio to a first class feature within Unity.
音频无疑是Unity 5.0的主要关注领域之一。 在此领域进行了一段时间的功能开发后,我们一直在努力将音频带入Unity中的一流功能。
To make this work we first had to take a step back and re-work a lot of the underlying asset pipeline and resource management of audio within Unity. We had to make our codec choices solid and ensure we had a framework that allowed you guys to have a lot of good quality sounds in your game. I’ll try and cover this in detail in a later post, but right now I want to talk about our first big audio feature offering in Unity 5.0, the AudioMixer.
为了完成这项工作,我们首先必须退后一步,并重新设计Unity中的许多基础资产管道和音频资源管理。 我们必须使我们的编解码器选择更加扎实,并确保我们拥有一个允许你们在游戏中获得许多高质量声音的框架。 我将在以后的文章中尝试详细介绍,但是现在我想谈谈Unity 5.0中的第一个重要音频功能,即AudioMixer。
我们的第一步 (Our First Move)
Besides creating a solid foundation for future audio development in Unity, we wanted to give you guys a shiny new feature as our first big ‘we want you to make awesome audio’ offering. Something to show we mean business and want to empower you as best we can on the audio front.
除了为Unity将来的音频开发奠定坚实的基础外,我们还希望为大家提供一个闪亮的新功能,这是我们的第一个重要功能,“我们希望您制作出色的音频”产品。 可以表明我们的意思是生意,并希望在音频方面尽最大努力赋予您权力。
There are a number of areas within the audio system we will be improving over the coming release cycles. Some of them are small and address the little issues that have been outstanding in Unity thus far, things you could consider as fixing the existing feature set. Some of them will be larger, like the ability for users to make amazing interactive sounds, immersive music systems and control to a high detail the mix of the audio soundscape.
在未来的发行周期中,我们将改进音频系统中的许多领域。 它们中的一些很小,可以解决迄今为止Unity中尚未解决的小问题,您可以将其视为解决现有功能集的问题。 它们中的一些会更大,例如用户能够发出令人惊叹的交互式声音,沉浸式音乐系统,并能够控制音频音景的高细节。
为什么选择AudioMixer? (Why the AudioMixer?)
The question of why we chose the AudioMixer as the first big feature to push in Audio 5.0 can be answered pretty simply. Previously there was no way in which true sub mixing of audio was possible within Unity. Sounds could be played on an AudioSource where effects could be added as Components, from there all the sounds within the game were mixed together at the AudioListener where effects could be added to the entire soundscape.
为什么我们选择AudioMixer作为推入Audio 5.0的第一个主要功能的问题可以很简单地回答。 以前,无法在Unity中实现真正的音频子混音。 可以在AudioSource上播放声音,在其中可以将效果添加为Components,然后将游戏中的所有声音在AudioListener处混合在一起,然后可以将效果添加到整个音景中。
We decided to address this with the AudioMixer, and while we were there we tho