[3D跑酷] AudioManager



  游戏中的声音管理最常用的组件莫过于AudioSource和AudioClip,我的做法是建立是一个AudioManager类(单例类)管理各个音频,谈一下我的经验:
  

  

  

  Start()函数:设置音频整体参数;
  Inspector面板:拖拽文件赋值
  查看相关API
  主要逻辑:
 
 public void playSoundEffect(SoundEffects soundEffect)
  {
  AudioClip clip = null;
  float pitch = 1;
  switch (soundEffect) {
  case SoundEffects.ObstacleCollisionSoundEffect:
  clip = obstacleCollision;
  break;
  case SoundEffects.CoinSoundEffect:
  clip = coinCollection;
  pitch = 1.5f;
  break;
  case SoundEffects.PowerUpSoundEffect:
  clip = powerUpCollection;
  break;
  case SoundEffects.GameOverSoundEffect:
  clip = gameOver;
  break;
  case SoundEffects.GUITapSoundEffect:
  clip = guiTap;
  break;
  }
  soundEffectsAudio.pitch = pitch;//音调
  soundEffectsAudio.clip = clip;//
  soundEffectsAudio.Play();
  }






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