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The Audio Echo Filter repeats a sound after a given Delay, attenuating the repetitions based on the Decay Ratio.音频回声滤波器在一个给定延迟重复一个声音,衰减基于衰变率的重复。The Wet Mix determines the amplitude of the filtered signal, where the Dry Mix determines the amplitude of the unfiltered sound output.效果声混响(Wet Mix)标识 已加入效果的声音信号的振幅。 直达声混响(Dry Mix)标识 未加效果的直达声信号的振幅。
The Audio Echo Filter properties in the inspector.
检视面板的音频回声滤波器(Audio Echo Filter)属性
-----------------------------------------------------------------------------[Properties 属性]Delay 延迟
Echo delay in ms. 10 to 5000. Default = 500.
以毫秒为单位,回声延迟。值在10~5000,默认=500。
Decay Ratio 衰变率
Echo decay per delay. 0 to 1. 1.0 = No decay, 0.0 = total decay (ie simple 1 line delay). Default = 0.5.L
回声每次延迟。值在0~1,1.0=不延迟,0.0=总延迟(简单的1线延迟)。默认=0.5。
Wet Mix 效果声混响
Volume of echo signal to pass to output. 0.0 to 1.0. Default = 1.0.
回声信号输出的音量。值在0.0~1.0,默认=1.0。
Dry Mix 直达声混响
Volume of original signal to pass to output. 0.0 to 1.0. Default = 1.0.
原始信号输出的音量。值在0.0~1.0,默认=1.0。-----------------------------------------------------------------------------[Adding an Echo filter 添加一个回声滤波器]To add an Echo filter to a given audio source just select the object in the inspector and then select Component->Audio->Audio Echo Filter.要添加一个回声滤波器到一个给定的音频源,在检视面板选择对象,然后选择 组件 - >音频 - >音频回声滤波器。(Component->Audio->Audio Echo Filter.)
[Hints 提示] Hard surfaces reflects the propagation of sound. E.g. large canyon can be made more convincing with the Audio Echo Filter.
硬表面反映声音的传播。例如可使用音频回声滤波器让大峡谷更令人心悦诚服的。
Sound propagates slower than light - we all know that from lightning and thunder. To simulate this, add an Audio Echo Filter to an event sound, set the Wet Mix to 0.0 and modulate the Delay to the distance between AudioSource and AudioListener.
声音传播比光慢 - 我们都知道,先看到闪电和,再听到雷声。为了模拟这个问题,为一个事件声音添加一个音频回声滤波器,效果声混响(Wet Mix)设置为0.0和调整音频源(AudioSource)和音频侦听器(AudioListener)之间距离的延迟(Delay:回声延迟)。
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