AudioReverbFilter 音频混响滤波器
Inherits from Behaviour
The Audio Reverb Filter takes an Audio Clip and distortionates it in a
way to create a personalized reverb effect.
音频混响滤波器采用一个音频剪辑并失真,来创建个性化的混响效果。
Note: This filter is only available in the PRO version.、
注意:这个滤波器仅用于Unity Pro专业版。
Variables变量
-
Set/Get reverb preset properties
设置/获取混响的预设属性。 -
Mix level of dry signal in output in mB. Ranges from -10000.0 to 0.0. Default is 0.
直达声信号输出的混合等级,单位mB。范围从-10000.0 到 0.0,默认为0.0。 -
Room effect level at low frequencies in mB. Ranges from -10000.0 to 0.0. Default is 0.0.
在低频时的环境效果等级,单位mB。范围从-10000.0 到 0.0,默认为0.0。 -
Room effect high-frequency level re. low frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0.
在高频时的环境效果等级,单位mB。范围从-10000.0 到 0.0,默认为0.0。 -
Rolloff factor for room effect. Ranges from 0.0 to 10.0. Default is 10.0
环境效果的衰减系数。范围从-0.0 到 10.0,默认为10.0。 -
Reverberation decay time at low-frequencies in seconds. Ranges from 0.1 to 20.0. Default is 1.0.
在低频时的混响衰减时间,以秒为单位。范围从0.1 到 20.0,默认为1.0。 -
Decay HF Ratio : High-frequency to low-frequency decay time ratio. Ranges from 0.1 to 2.0. Default is 0.5.
衰减高频比率:高频到低频的衰减时间比率。范围从0.1 到 2.0,默认为0.5。 -
Early reflections level relative to room effect in mB. Ranges from -10000.0 to 1000.0. Default is -10000.0.
早期反射等级相对于环境效果。范围从-10000.0 到 1000.0,默认为-10000.0。 -
Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0.
早期混响延迟时间,相对于首次反射,以秒为单位。范围从0.0 到 0.1,默认为0.04。 -
Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0.
后期混响等级,相对于环境效果,单位mB。范围从-10000.0 到 2000.0,默认为0.0。 -
Late reverberation delay time relative to first reflection in seconds. Ranges from 0.0 to 0.1. Default is 0.04.
后期混响延迟时间,相对于首次反射,以秒为单位。范围从0.0 到 0.1,默认为0.04。 -
Reverberation diffusion (echo density) in percent. Ranges from 0.0 to 100.0. Default is 100.0.
混响密度(模态密度)的百分比。范围从0.0 到 100.0,默认为100。 -
Reverberation density (modal density) in percent. Ranges from 0.0 to 100.0. Default is 100.0.
混响密度(模态密度)的百分比。范围从0.0 到 100.0,默认为100。 -
Reference high frequency in Hz. Ranges from 20.0 to 20000.0. Default is 5000.0.
高频引用,单位Hz。范围从20.0 到 20000.0,默认为5000.0。 -
Room effect low-frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0.
环境效果低频等级,单位mB。范围从-10000.0 到 0.0,默认为0.0。 -
Reference low-frequency in Hz. Ranges from 20.0 to 1000.0. Default is 250.0.
引用低频,单位Hz。范围从20.0 到 1000.0,默认为250.0。
Inherited members继承成员
Inherited Variables继承变量
-
Enabled Behaviours are Updated, disabled Behaviours are not.
启用行为被更新,禁用行为不更新。
-
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。
-
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
-
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8月7日 Sunday 23:58