版本 |
作者 |
参与者 |
完成日期 |
备注 |
UnityAPI_AudioClip_V01_1.0 |
严立钻 |
|
2020.05.30 |
|
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立钻哥哥:Unity是一个入门快、提高难的游戏引擎,想要提升能力,至少需要越过3道坎:API+Shader+综合能力;++1、API的积累:对API的合理利用不仅可以减轻自己的编码负担,而且往往可以提高程序的运行效率;这也是钻哥开始“Unity API”独立打造分类的初衷; ++2、Shader编程:想要做出一款精品游戏往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系统,优化了繁杂的“Open GL”编程; ++3、综合能力(技术+业务+管理):一款产品的制作除了功能编程外,往往会涉及很多其他领域,例如产品架构、UI交互设计、模型制作等,作为主要的编程人员,对其他相关领域的了解程序往往会影响到产品制作直至最后的产品体验; ++++立钻哥哥一直在推动【VR云游戏=Unity+SteamVR+云技术+5G+AI】,这个只是一个引子,抛砖引玉让大家对整个知识体系有一个明确的落地方向,宝宝们可以根据自己的兴趣方向进行拓展:比如Unity这里是指一种“3D游戏引擎”,也可拓展至“UE4、Cocos2dx”等游戏引擎;SteamVR是一种跨硬件解决方案,也可拓展至“VRTK”等第三方插件;“云技术+5G”是一种跨平台解决方案的核心技术,同样可拓展至其他平台解决方案;AI也是一种先进技术的举例,也可以拓展至任何一种前沿技术; |
++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html
++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html
++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html
++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html
++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html
++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/
#AudioClip音频剪辑 |
#AudioClip音频剪辑++A1、Description描述++B2、Variables变量++C3、Public Function共有函数++D4、Message消息 |
#A1、Description描述 |
++++一个音频剪辑储存压缩的ogg vorbis或未压缩的音频文件;AudioClips被引用和被用于AudioSources播放声音;
#B2、Variables变量 |
++B2、Variables变量++++B2.1、channels++++B2.2、frequency++++B2.3、length++++B2.4、loadInBackground++++B2.5、loadState++++B2.6、loadType++++B2.7、preloadAudioData++++B2.8、samples++++B2.9、YanlzXREngine.AudioClip.Variables |
++B2.1、channels |
public int channels; |
++++该音频剪辑的声道数;
The number of channels in the audio clip.(Read Only) |
++B2.2、frequency |
public int frequency; |
++++音频剪辑的采样频率,单位赫兹;(只读)
++B2.3、length |
public float length; |
++++该音频剪辑的长度,单位秒(只读);
++B2.4、loadInBackground |
public bool loadInBackground; |
++++对应检视面板的[Load In Background]标识,当此标识设置为true,加载会延迟,而不会阻塞主线程;
++B2.5、loadState |
public AudioDataLoadState loadState; |
++++返回当前与音频相关的音频数据加载状态;
++B2.6、loadType |
public AudioClipLoadType loadType; |
++++该剪辑的加载类型(只读);
++++该加载类型,可以在音频剪辑的检视面板中设置,控制剪辑如何被加载;
++B2.7、preloadAudioData |
public bool preloadAudioData; |
++++当该剪辑资源被加载,预加载该剪辑的音频数据;当该标识为false,在剪辑播放之前,脚本必须调用AudioClip.LoadAudioData()来加载数据;属性像length、channels以及在音频数据已经被加载之前可用的格式;
++B2.8、samples |
public int samples; |
++++采样的音频数据长度(只读);
#C3、Public Functions公有变量 |
++C3、Public Functions公有变量++++C3.1、GetData++++C3.2、LoadAudioData++++C3.3、SetData++++C3.4、UnloadAudioData++++C3.5、YanlzXREngine.AudioClip.PublicFunctions |
++C3.1、GetData |
public bool GetData(float[] data, int offsetSamples); |
++++该剪辑的采样数据;
++++采样的浮点数范围是-1.0~1.0,采样数由浮点数数组的长度确定;使用offsetSamples从剪辑的随机位置开始读;如果从偏移值读取的长度比剪辑长,读取将环绕从剪辑开始读取剩余采样;
++++注意:压缩的音频文件,当加载类型在音频导入器设置为加载时解压缩时,采样数据只能被读取;如果这不是这种情况,那么数组将返回所有采样值为零;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzAudioClip : MonoBehaviour{
void Start(){ AudioSource aud = GetComponent<AudioSource>(); float[] samples = new float[aud.clip.samples * aud.clip.channels]; aud.clip.GetData(samples);
int i = 0; while(i < samples.Length){ samples[i] = samples[i] * 0.5F; ++i; } //立钻哥哥:while(){}
aud.clip.SetData(samples, 0);
} //立钻哥哥:void Start(){}
} //立钻哥哥:public class YanlzAudioClip{} |
++C3.2、LoadAudioData |
public bool LoadAudioData(); |
++++如果加载成功返回true;
++++加载一个剪辑的音频数据;剪辑设置“Proload Audio Data”将会自动加载音频数据;
++C3.3、SetData |
public bool SetData(float[] data, int offsetSamples); |
++++设置剪辑的采样数据;
++++采样的浮点数范围是-1.0~1.0(超过这个限制会引发瑕疵或未知的行为),采样数由浮点数数组的长度确定;使用offsetSamples从剪辑的随机位置开始读;如果从偏移值读取的长度比剪辑长,读取将环绕从剪辑开始读取剩余采样;
++++注意:压缩的音频,当加载类型在音频导入器设置为加载时解压缩时,采样数据只能被读取;
using UnityEngine; using System.Collections; using YanlzXREngine;
public class YanlzAudioClip : MonoBehaviour{
void Start(){ AudioSource aud = GetComponent<AudioSource>(); float[] samples = new float[aud.clip.samples * aud.clip.channels]; aud.clip.GetData(samples, 0);
int i = 0; while(i < samples.Length){ samples[i] = samples[i] * 0.5F; ++i; } //立钻哥哥:while(){}
aud.clip.SetData(samples, 0);
} //立钻哥哥:void Start(){}
} //立钻哥哥:public class YanlzAudioClip{} |
++C3.4、UnloadAudioData |
public bool UnloadAudioData(); |
++++[返回值]:如果卸载失败,返回false;
++++卸载有关该剪辑的音频数据;这仅适用基于实际声音文件资源的音频剪辑;
#D4、Delegate委托 |
++D4、Delegate委托++++D4.1、PCMReaderCallback++++D4.2、PCMSetPositionCallback++++D4.3、YanlzXREngine.AudioClip.Delegate |
++D4.1、PCMReaderCallback |
public delegate void PCMReaderCallback(float[] data); |
++++[data]:该剪辑包含数据读取的浮点数组;
++++委托每次音频剪辑调用读取数据;
++D4.2、PCMSetPositionCallback |
public delegate void PCMSetPositionCallback(int position); |
++++[position]:在音频剪辑的新位置;
++++委托每次音频剪辑调用改变的读取位置;
#E5、立钻哥哥对AudioClip类的拓展 |
++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html
++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html
++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html
++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html
++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html
++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/
立钻哥哥推荐的拓展学习链接(Link_Url) |
++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz/
++++虚拟现实VR资讯: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846
++++HTC_VIVE开发基础:https://blog.csdn.net/VRunSoftYanlz/article/details/81989970
++++Oculus杂谈:https://blog.csdn.net/VRunSoftYanlz/article/details/82469850
++++Oculus安装使用:https://blog.csdn.net/VRunSoftYanlz/article/details/82718982
++++Unity+SteamVR=>VR:https://blog.csdn.net/VRunSoftYanlz/article/details/88809370
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++++SteamVR简介:https://blog.csdn.net/VRunSoftYanlz/article/details/86484254
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++++SteamVR2.0开发指南:https://blog.csdn.net/VRunSoftYanlz/article/details/86618187
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++++SteamVR2.2.0教程(一):https://blog.csdn.net/VRunSoftYanlz/article/details/89324067
++++SteamVR2.2.0教程(二):https://blog.csdn.net/VRunSoftYanlz/article/details/89894097
++++SteamVR_Skeleton_Poser:https://blog.csdn.net/VRunSoftYanlz/article/details/89931725
++++SteamVR实战之PMCore:https://blog.csdn.net/VRunSoftYanlz/article/details/89463658
++++SteamVR/Extras:https://blog.csdn.net/VRunSoftYanlz/article/details/86584108
++++SteamVR/Input:https://blog.csdn.net/VRunSoftYanlz/article/details/86601950
++++OpenXR简介:https://blog.csdn.net/VRunSoftYanlz/article/details/85726365
++++VRTK杂谈:https://blog.csdn.net/VRunSoftYanlz/article/details/82562993
++++VRTK快速入门(杂谈):https://blog.csdn.net/VRunSoftYanlz/article/details/82955267
++++VRTK官方示例(目录):https://blog.csdn.net/VRunSoftYanlz/article/details/82955410
++++VRTK代码结构(目录):https://blog.csdn.net/VRunSoftYanlz/article/details/82780085
++++VRTK(SceneResources):https://blog.csdn.net/VRunSoftYanlz/article/details/82795400
++++VRTK_ControllerEvents:https://blog.csdn.net/VRunSoftYanlz/article/details/83099512
++++VRTK_InteractTouch:https://blog.csdn.net/VRunSoftYanlz/article/details/83120220
++++虚拟现实行业应用:https://blog.csdn.net/VRunSoftYanlz/article/details/88360157
++++Steam平台上的VR:https://blog.csdn.net/VRunSoftYanlz/article/details/88960085
++++Steam平台热销VR:https://blog.csdn.net/VRunSoftYanlz/article/details/89007741
++++VR实验:以太网帧的构成:https://blog.csdn.net/VRunSoftYanlz/article/details/82598140
++++实验四:存储器扩展实验:https://blog.csdn.net/VRunSoftYanlz/article/details/87834434
++++FrameVR示例V0913:https://blog.csdn.net/VRunSoftYanlz/article/details/82808498
++++FrameVR示例V1003:https://blog.csdn.net/VRunSoftYanlz/article/details/83066516
++++SwitchMachineV1022:https://blog.csdn.net/VRunSoftYanlz/article/details/83280886
++++PlaySceneManagerV1022:https://blog.csdn.net/VRunSoftYanlz/article/details/83280886
++++Unity5.x用户手册:https://blog.csdn.net/VRunSoftYanlz/article/details/81712741
++++Unity面试题ABC:https://blog.csdn.net/vrunsoftyanlz/article/details/78630687
++++Unity面试题D:https://blog.csdn.net/VRunSoftYanlz/article/details/78630838
++++Unity面试题E:https://blog.csdn.net/vrunsoftyanlz/article/details/78630913
++++Unity面试题F:https://blog.csdn.net/VRunSoftYanlz/article/details/78630945
++++Cocos2dx面试题:https://blog.csdn.net/VRunSoftYanlz/article/details/78630967
++++禅道[zentao]:https://blog.csdn.net/VRunSoftYanlz/article/details/83964057
++++Lua快速入门篇(Xlua拓展):https://blog.csdn.net/VRunSoftYanlz/article/details/81173818
++++Lua快速入门篇(XLua教程):https://blog.csdn.net/VRunSoftYanlz/article/details/81141502
++++Lua快速入门篇(基础概述):https://blog.csdn.net/VRunSoftYanlz/article/details/81041359
++++框架知识点:https://blog.csdn.net/VRunSoftYanlz/article/details/80862879
++++游戏框架(UI框架夯实篇):https://blog.csdn.net/vrunsoftyanlz/article/details/80781140
++++游戏框架(初探篇):https://blog.csdn.net/VRunSoftYanlz/article/details/80630325
++++.Net框架设计:https://blog.csdn.net/VRunSoftYanlz/article/details/87401225
++++从零开始学架构:https://blog.csdn.net/VRunSoftYanlz/article/details/88095895
++++设计模式简单整理:https://blog.csdn.net/vrunsoftyanlz/article/details/79839641
++++专题:设计模式(精华篇):https://blog.csdn.net/VRunSoftYanlz/article/details/81322678
++++U3D小项目参考:https://blog.csdn.net/vrunsoftyanlz/article/details/80141811
++++Unity小游戏算法分析:https://blog.csdn.net/VRunSoftYanlz/article/details/87908365
++++Unity案例(Vehicle):https://blog.csdn.net/VRunSoftYanlz/article/details/82355876
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++++PowerDesigner简介:https://blog.csdn.net/VRunSoftYanlz/article/details/86500084
++++Unity知识点0001:https://blog.csdn.net/vrunsoftyanlz/article/details/80302012
++++Unity知识点0008:https://blog.csdn.net/VRunSoftYanlz/article/details/81153606
++++U3D_Shader编程(第一篇:快速入门篇):https://blog.csdn.net/vrunsoftyanlz/article/details/80372071
++++U3D_Shader编程(第二篇:基础夯实篇):https://blog.csdn.net/vrunsoftyanlz/article/details/80372628
++++Unity引擎基础:https://blog.csdn.net/vrunsoftyanlz/article/details/78881685
++++Unity面向组件开发:https://blog.csdn.net/vrunsoftyanlz/article/details/78881752
++++Unity物理系统:https://blog.csdn.net/vrunsoftyanlz/article/details/78881879
++++Unity2D平台开发:https://blog.csdn.net/vrunsoftyanlz/article/details/78882034
++++UGUI基础:https://blog.csdn.net/vrunsoftyanlz/article/details/78884693
++++UGUI进阶:https://blog.csdn.net/vrunsoftyanlz/article/details/78884882
++++UGUI综合:https://blog.csdn.net/vrunsoftyanlz/article/details/78885013
++++Unity动画系统基础:https://blog.csdn.net/vrunsoftyanlz/article/details/78886068
++++Unity动画系统进阶:https://blog.csdn.net/vrunsoftyanlz/article/details/78886198
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++++Unity特效渲染:https://blog.csdn.net/vrunsoftyanlz/article/details/78886403
++++Unity数据存储:https://blog.csdn.net/vrunsoftyanlz/article/details/79251273
++++Unity中Sqlite数据库:https://blog.csdn.net/vrunsoftyanlz/article/details/79254162
++++WWW类和协程:https://blog.csdn.net/vrunsoftyanlz/article/details/79254559
++++Unity网络:https://blog.csdn.net/vrunsoftyanlz/article/details/79254902
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++++编写Photon游戏服务器:https://blog.csdn.net/VRunSoftYanlz/article/details/86682935
++++C#事件:https://blog.csdn.net/vrunsoftyanlz/article/details/78631267
++++C#委托:https://blog.csdn.net/vrunsoftyanlz/article/details/78631183
++++C#集合:https://blog.csdn.net/vrunsoftyanlz/article/details/78631175
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++++C#接口:https://blog.csdn.net/vrunsoftyanlz/article/details/78631122
++++C#静态类:https://blog.csdn.net/vrunsoftyanlz/article/details/78630979
++++C#中System.String类:https://blog.csdn.net/vrunsoftyanlz/article/details/78630945
++++C#数据类型:https://blog.csdn.net/vrunsoftyanlz/article/details/78630913
++++Unity3D默认的快捷键:https://blog.csdn.net/vrunsoftyanlz/article/details/78630838
++++游戏相关缩写:https://blog.csdn.net/vrunsoftyanlz/article/details/78630687
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++++UnityAPI.Material材质:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303
++++UnityAPI.Android安卓:https://blog.csdn.net/VRunSoftYanlz/article/details/81843193
++++UnityAPI.AndroidJNI安卓JNI:https://blog.csdn.net/VRunSoftYanlz/article/details/81879345
++++UnityAPI.Transform变换:https://blog.csdn.net/VRunSoftYanlz/article/details/81916293
++++UnityAPI.WheelCollider轮碰撞器:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217
++++UnityAPI.Resources资源:https://blog.csdn.net/VRunSoftYanlz/article/details/83155518
++++JSON数据结构:https://blog.csdn.net/VRunSoftYanlz/article/details/82026644
++++CocosStudio快速入门:https://blog.csdn.net/VRunSoftYanlz/article/details/82356839
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++++Unity企业内训(第5讲):https://blog.csdn.net/VRunSoftYanlz/article/details/83963811
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++++插件
++++计算机组成原理(教材篇):https://blog.csdn.net/VRunSoftYanlz/article/details/82719129
++++5G接入:云计算和雾计算:https://blog.csdn.net/VRunSoftYanlz/article/details/88372718
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++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz
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