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AudioSource.reverbZoneMix 混响器混合

发布于 2019-12-18 15:37:24 字数 1393 浏览 1047 评论 0 收藏 0

JavaScript => public var reverbZoneMix: float;
C# => public float reverbZoneMix;

Description 描述

The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones.

信号来自AudioSource将混合到有关混响区全局混响的数量。

The range from 0 to 1 is linear (like the volume property) while the range from 1 to 1.1 is an extra boost range that allows you to boost the reverberated signal by 10 dB. The associated curve in combination with the distance-based attenuation curve is useful when trying to simulate transitions from near-field to distant sounds.

范围从0~1之间是线性(像声音属性)而范围从1~1.1是额外的提高范围,允许你提高10dB回响信号。当你试图模拟从近到远的声音,组合有关基于距离的衰减曲线是很有用的。

Note that prior to Unity 5.0 reverb zones were not applied to 2D sounds. With the generalization of 2D and 3D sounds in Unity 5.0 through the Spatial Blend parameter the reverb can now be applied to any sound. Therefore when importing Unity projects made with versions prior to 5.0 this parameter will be set to 0 for all the sounds that were 2D sounds, but is now adjustable.

注意,在Unity5.0之前,混响区不能应用于2D声音。在Unity5.0包括2D和3D通过Spatial Blend(空间混合)参数,混响可以应用任何声音。因此当在Unity5.0版本之前导入项目,对于所有的2D声音,这个参数将被设置为0,当现在就可以手工调节了。

AudioSource

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