要决定某一个声音的回响效果,我们就需要确定音源和听者之间所有的路径。
To determine the reverberation effects of a single sound we need to determine all the paths between a sound source and the listener .
所有在场景中播放的声音,都可以被放到一个或者多个音频混合器中,这些音频混合器将自动对这些音频进行分类,并将所有的调整与效果应用到这些混合的音源中。
All the sounds playing in a scene can be routed into one or more AudioMixer which will categorise them and apply all sorts of modifications and effects to the mix of those sounds.
由于其模块化的架构的关系,每一个事件都有他自己独特的音效,而现在:每一个音效都是来自10-30个音源。
Owing to its modular architecture, each game event will have its own distinct sound: now, each sound effect is made up of between 10 and 30 distinct sound sources.
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