audioreverbzone 音频混响区域

2015-1-3 08:57| 发布者: 杨炎| 查看: 1836| 评论: 0|原作者: 蛮牛|来自: yzc88亚洲城脚本manual

摘要: audioreverbzone 音频混响区inherits frombehaviourreverb zones are used when you want to gradually change from a point混响区是用于当你想从一个点逐渐变化。where there is no ambient effect to a place wher ...

audioreverbzone 音频混响区

inherits frombehaviour

reverb zones are used when you want to gradually change from a point

混响区是用于当你想从一个点逐渐变化。

where there is no ambient effect to a place where there is one. for example you can gradually change your character's footsteps sounds and create the feeling like you where entering into a cavern, going trough a room, swimming underwater, etc.

从没有环境影响的场所到有环境影响的场所。例如,你想逐渐改变角色脚本声,进入到感觉像洞穴,通过一个房间,水下游泳,等等。

you can always mix reverb zones to have combined effects. for more info check reverb zones in the manual.

你总是可以混合混响区以便具有综合效果。更多信息参见帮助手册reverb zones。

variables变量

mindistance

the distance from the centerpoint that the reverb will have full effect at. default = 10.0.

从混响具有完全效果所在的中心点的距离。默认为10.0。

maxdistance

the distance from the centerpoint that the reverb will not have any effect. default = 15.0.

从混响不具有任意效果的中心点的距离。默认为15.0。

reverbpreset

set/get reverb preset properties

设置/获取混响的预设属性

room

room effect level (at mid frequencies)

环境混响等级(中频)。

roomhf

relative room effect level at high frequencies

相对于高频环境效果等级。

roomlf

relative room effect level at low frequencies

相对于低频环境效果等级。

decaytime

reverberation decay time at mid frequencies

中频混响衰减时间。

decayhfratio

high-frequency to mid-frequency decay time ratio

高频到中频衰减比率。

reflections

early reflections level relative to room effect

相对于环境效果的早期反射等级。

reflectionsdelay

initial reflection delay time

初始反射延迟时间。

reverb

late reverberation level relative to room effect

相对于环境效果的后期混响等级。

reverbdelay

late reverberation delay time relative to initial reflection

先对于初始反射的后期混响延迟时间。

hfreference

reference high frequency (hz)

引用高频,单位hz。

lfreference

reference low frequency (hz)

引用低频,单位hz。

roomrollofffactor

like rolloffscale in global settings, but for reverb room size effect

在全局设置,像rolloffscale一样,而是用于混响环境大小效果。

diffusion

value that controls the echo density in the late reverberation decay

在后期混响衰减,控制回声密度的值。

density

value that controls the modal density in the late reverberation decay

在后期混响衰减,控制模态密度的值。

inherited members继承成员

inherited variables继承变量

enabled

enabled behaviours are updated, disabled behaviours are not.

启用行为被更新,禁用行为不更新。

transform

thetransformattached to thisgameobject(null if there is none attached).

transform附加到gameobject(游戏物体)(如无附加则为空)。

rigidbody

therigidbodyattached to thisgameobject(null if there is none attached).

rigidbody附加到gameobject(游戏物体)(如无附加则为空)。

camera

thecameraattached to thisgameobject(null if there is none attached).

camera附加到gameobject(游戏物体)(如无附加则为空)。

light

thelightattached to thisgameobject(null if there is none attached).

light附加到gameobject(游戏物体)(如无附加则为空)。

animation

theanimationattached to thisgameobject(null if there is none attached).

animation附加到gameobject(游戏物体)(如无附加则为空)。

constantforce

theconstantforceattached to thisgameobject(null if there is none attached).

constantforce附加到gameobject(游戏物体)(如无附加则为空)。

renderer

therendererattached to thisgameobject(null if there is none attached).

renderer附加到gameobject(游戏物体)(如无附加则为空)。

audio

theaudiosourceattached to thisgameobject(null if there is none attached).

audiosource附加到gameobject(游戏物体)(如无附加则为空)。

guitext

theguitextattached to thisgameobject(null if there is none attached).

guitext附加到gameobject(游戏物体)(如无附加则为空)。

networkview

thenetworkviewattached to thisgameobject(read only). (null if there is none attached)

networkview附加到gameobject(游戏物体)(只读)(如无附加则为空)。

guitexture

theguitextureattached to thisgameobject(read only). (null if there is none attached)

guitexture附加到gameobject(游戏物体)(只读)(如无附加则为空)。

collider

thecolliderattached to thisgameobject(null if there is none attached).

collider附加到gameobject(游戏物体)(如无附加则为空)。

hingejoint

thehingejointattached to thisgameobject(null if there is none attached).

hingejoint附加到gameobject(游戏物体)(如无附加则为空)。

particleemitter

theparticleemitterattached to thisgameobject(null if there is none attached).

particleemitter附加到gameobject(游戏物体)(如无附加则为空)。

gameobject

the game object this component is attached to. a component is always attached to a game object.

组件附加的游戏物体。一个组件总是被附加到一个游戏物体。

tag

the tag of this game object.

游戏物体的标签。

name

the name of the object. //物体的名字

hideflags

should the object be hidden, saved with the scene or modifiable by the user?

物体是否被隐藏、保存在场景中或被用户修改?

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