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 update
AudioSource audio001;
void Start()
{
audio001 = this.GetComponent<AudioSource>();
audio001.clip = Resources.Load<AudioClip>("YI");
Console.WriteLine(audio001.isPlaying);
}
// Update is called once per frame
void 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)