AudioChorusFilter 音频合声滤波器
Inherits from Behaviour
The Audio Chorus Filter takes an Audio Clip and processes it creating a chorus effect.
音频合声滤波器采用一个音频剪辑并处理它,创建一个合声效果。
The chorus effect modulates the original sound by a sinusoid low frequency oscillator (LFO). The output sounds like there are multiple sources emitting the same sound with slight variations - resembling a choir.
和声效果通过一个正弦低频振荡器(LFO)调节原始声音。输出声音像多个源发出略有变化的相同的声音 - 类似一个合唱团。
Note: This filter is only available on the PRO version.
注意:AudioDistortionFilter仅在专业版可用。
Variables变量
-
Volume of original signal to pass to output. 0.0 to 1.0. Default = 0.5.
原始信号输出的比率。0.0~1.0,默认=0.5。 -
Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5.
第一个和声节拍的音量。0.0~1.0,默认=0.5。 -
Volume of 2nd chorus tap. This tap is 90 degrees out of phase of the first tap. 0.0 to 1.0. Default = 0.5.
第二个和声节拍的音量。这个节拍是第一个节拍的相位90度输出。0.0~1.0,默认=0.5。 -
Volume of 3rd chorus tap. This tap is 90 degrees out of phase of the second tap. 0.0 to 1.0. Default = 0.5.
第三个和声节拍的音量。这个节拍是第二个节拍的相位90度输出。0.0~1.0,默认=0.5。 -
Chorus delay in ms. 0.1 to 100.0. Default = 40.0 ms.
以毫秒为单位合声延迟,0.1~100.0。默认=40.0ms。 -
Chorus modulation rate in hz. 0.0 to 20.0. Default = 0.8 hz.
以赫兹为单位合声调节比率,0.0 to 20.0. 默认 = 0.8 hz. -
Chorus modulation depth. 0.0 to 1.0. Default = 0.03.
合声调节深度,0.0 to 1.0,默认 = 0.03。 -
Chorus feedback. Controls how much of the wet signal gets fed back into the chorus buffer. 0.0 to 1.0. Default = 0.0.
合声反馈。控制效果声信号获得反馈到合声缓冲的多少。 0.0~1.0,默认=0.0。
Inherited members继承成员
Inherited Variables继承变量
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Enabled Behaviours are Updated, disabled Behaviours are not.
启用行为被更新,禁用行为不更新。
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The Transform attached to this GameObject (null if there is none attached).
Transform附加到GameObject(游戏物体)(如无附加则为空)。 -
The Rigidbody attached to this GameObject (null if there is none attached).
Rigidbody附加到GameObject(游戏物体)(如无附加则为空)。 -
The Camera attached to this GameObject (null if there is none attached).
Camera附加到GameObject(游戏物体)(如无附加则为空)。 -
The Light attached to this GameObject (null if there is none attached).
Light附加到GameObject(游戏物体)(如无附加则为空)。 -
The Animation attached to this GameObject (null if there is none attached).
Animation附加到GameObject(游戏物体)(如无附加则为空)。 -
The ConstantForce attached to this GameObject (null if there is none attached).
ConstantForce附加到GameObject(游戏物体)(如无附加则为空)。 -
The Renderer attached to this GameObject (null if there is none attached).
Renderer附加到GameObject(游戏物体)(如无附加则为空)。 -
The AudioSource attached to this GameObject (null if there is none attached).
AudioSource附加到GameObject(游戏物体)(如无附加则为空)。 -
The GUIText attached to this GameObject (null if there is none attached).
GUIText附加到GameObject(游戏物体)(如无附加则为空)。 -
The NetworkView attached to this GameObject (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)。 -
The GUITexture attached to this GameObject (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)。 -
The Collider attached to this GameObject (null if there is none attached).
Collider附加到GameObject(游戏物体)(如无附加则为空)。 -
The HingeJoint attached to this GameObject (null if there is none attached).
HingeJoint附加到GameObject(游戏物体)(如无附加则为空)。 -
The ParticleEmitter attached to this GameObject (null if there is none attached).
ParticleEmitter附加到GameObject(游戏物体)(如无附加则为空)。 -
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。 -
The tag of this game object.
游戏物体的标签。
-
The name of the object. //物体的名字
-
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?
Inherited Functions继承函数
-
Returns the component of Type type if the game object has one attached, null if it doesn't.
如果游戏物体有一个附加,则返回Type类型的组件,如果没有则为null。 -
-
Returns the component with name type if the game object has one attached, null if it doesn't.
如果游戏物体有一个附加,则返回名字类型组件,如果没有则为null。 -
Returns the component of Type type in the GameObject or any of its children using depth first search.
返回Type类型组件,在GameObject或它的任何子物体使用深度优先搜索,仅返回激活的组件。 -
-
Returns all components of Type type in the GameObject or any of its children.
在GameObject或任何它的子物体,返回全部Type类型组件 -
-
Returns all components of Type type in the GameObject.
在游戏物体返回全部Type类型组件。 -
-
Is this game object tagged tag?
游戏物体有被标记标签么? -
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour
在游戏物体每一个MonoBehaviour和每一个behaviour的祖先上调用名为methodName的方法。 -
Calls the method named methodName on every MonoBehaviour in this game object.
在游戏物体每一个MonoBehaviour上调用名为methodName的方法。 -
Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
在游戏物体每一个MonoBehaviour和它的全部子物体上调用名为methodName的方法。
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Returns the instance id of the object.
返回物体的实例ID -
Returns the name of the game object.
返回游戏物体的名称。
Inherited Class Functions继承类函数
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Does the object exist?
物体是否存在? -
Clones the object original and returns the clone.
克隆原始物体,并返回克隆的物体 -
-
Removes a gameobject, component or asset.
删除一个游戏物体、组件或资源 -
Destroys the object obj immediately. It is strongly recommended to use Destroy instead.
立即销毁物体obj,强烈建议使用Destroy代替。 -
Returns a list of all active loaded objects of Type type.
返回Type类型的所有激活的加载的物体列表 -
Returns the first active loaded object of Type type.
返回Type类型第一个激活的加载的物体。 -
Compares if two objects refer to the same
比较如果两个物体相同 -
Compares if two objects refer to a different object
比较如果两个物体不同 -
Makes the object target not be destroyed automatically when loading a new scene.
加载新场景的时候使目标物体不被自动销毁。
最后修改:2011年1月11日 Tuesday 18:12