设置多少,引擎在音频源上有效果。
表示在3d空间中的音频源。
越是远离音频源的,你可以听到的声音越小。
The more far away from the audio source you go, the less you can hear it.
立即使用多个音频源。
没有分配音频剪辑的音频源不会播放任何东西。
Audio Sources don't do anything without an assigned Audio Clip.
当音响系统检测到音频源,它会自动开始播放。
As soon as the sound system detects an audio source, it automatically begins to play.
根据你设置的衰减图形,来自音频源的声音行为。
The sound from the audio source behaves accordingly to how you set the graph of roll offs.
能够同时捕获多个音频源,例如扬声器和麦克风。
Capable of capturing multiple audio sources at the same time, e. g. both speaker and microphone.
音频源,确保您使用的声音文件是单声部的,不包括混响。
For Audio Sources, make sure the sound files you use are monophonic and don't include reverb.
这样你就可以使用iPodCD播放器或者其他可以直接连接的音频源了。
That's so you can connect an iPod, CD player or some other directly connected audio source.
音频侦听器协同音频源一起工作,为你的游戏提供听觉上的体验。
The Audio Listener works in conjunction with Audio Sources, allowing you to create the aural experience for your games.
当你接近的音频源,声音响亮,但是当你远离对象,声音下降显着快。
The sound is loud when you are close to the audio source, but when you get away from the object it decreases significantly fast.
定期检查所连接设备(音频源或放大器),若有异常情况应及时上报。
Constantly monitors the connected equipment (audio source or amplifier) and reports any changes in status.
通过设置,你可以传输系统蜂鸣声到次要音频源,因此您不会受到干扰。
And with the system setting, you can transfer system beeps to a secondary audio source so you won't be disturbed.
你能告诉我如何通过FFMpeg .dll从视频中提取音频源吗?
Could you tell me how to extract the audio source from a video via FFMpeg. DLL?
音频源就像是一个控制器,用于启动和停止播放该剪辑,并修改其他的音频属性。
The Source is like a controller for starting and stopping playback of that clip, and modifying other audio properties.
有音频的几个的属性,作为音频源和音频侦听器之间的距离的函数,可以被修改。
There are several properties of the audio that can be modified as a function of the distance between the audio source and the audio listener.
如下图所示,是一个具有音频源组件的空对象,检视视图中音频源的所有值是默认值。
Look at the image below. It is an empty GameObject with an Audio Source Component. All the values of the Audio Source in the Inspector are the default values.
将耳机的一端与音频源连接,另一端放在或塞进耳朵,然后你就能通过耳鼓听到音乐声了。
Attach them to an audio source, put them on or in your ears, and you'll hear sound via your eardrums.
燃烧的僵尸音频连接到音频管理器的音频源,而不是对粒子效果。现在有一个更好的衰减范围。
Burnt zombie audio attached to audio manager audio source instead of on the particle effect. Now has a better falloff range.
这意味着老的音频源,现有的无线电广播,以及其他材料,同时保持自己的数字存在的无缝使用。
That means seamless use of old audio sources, existing radio broadcasts, and other materials while maintaining your own digital presence.
例如,如果您将一个音频源到一只鸟,听众听到鸟的声音改变自然,因为它附近的苍蝇,然后更远。
For example, if you attach an Audio Source to a bird, the listener hears the sound of the bird change naturally as it flies near, and then farther away.
当音频监听器贴在场景中的一个游戏对象,任何音频源,如果足够接近侦听器就会被获取并输出到计算机的扬声器。
When the Audio Listener is attached to a GameObject in your scene, any Sources that are close enough to the Listener will be picked up and output to the computer's speakers.
如果音频剪辑(Audio Clip)是一个3D剪辑,音频源是在一个给定的位置,并会随距离衰减这样的方式进行播放。
If the Audio Clip is a 3D clip, the source is played back at a given position and will attenuate over distance.
一旦声音文件被导入,它们可以被附加到任何游戏对象上。当你将它拖到一个游戏对象上时,音频文件将自动创建一个音频源组件。
Once sound files are imported, they can be attached to any GameObject. The Audio file will create an Audio Source Component automatically when you drag it onto a GameObject.
当音频侦听器被添加到场景里得某个游戏对象上得时候,如果某些音频源距离侦听器足够近,就会被捕捉到,并输出到电脑的扬声器。
When the Audio Listener is attached to a GameObject in your scene, any Sources that are close enough to the Listener will be picked up and output to the computer's speakers.
对于多声道音频,使用的音频源(Audio Source)中的扩散(spread)选项来扩散并在扬声器空间分离出离散通道。
For multiple channel audio, use the spread option on the audio Source to spread and split out the discrete channels in speaker space.
同时还支持输入源(例如麦克风)的音频捕捉。
Audio capture is also supported, from input sources such as microphones.
同时还支持输入源(例如麦克风)的音频捕捉。
Audio capture is also supported, from input sources such as microphones.
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