[英]Unity Disorted Audio
I'm having issues playing Audio Clips in Unity. 我在Unity中播放音频剪辑时遇到问题。
I want my Shark to produce a "bite" sound when the player is detected but the sound is distorted. 当发现播放器但声音失真时,我希望我的鲨鱼产生“咬”声。
The rest of the code is running as intended. 其余代码按预期运行。
Can I have a code review and suggestion please? 我可以进行代码审查和建议吗?
What am I possibly doing wrong (when calling the Audio Source to Play)? 我可能做错了什么(在调用音频源播放时)?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Shark2Controller : MonoBehaviour {
public Transform leftPoint;
public Transform rightPoint;
public float startSpeed;
public float swimSpeed;
private Rigidbody2D myRigidBody;
public bool swimmingRight;
public float superSpeed;
public Transform puntoA;
public Transform puntoB;
public LayerMask whatIsPlayer;
public bool playerDetected;
private Animator myAnim;
public AudioSource bite;
// Use this for initialization
void Start ()
{
myRigidBody = GetComponent<Rigidbody2D> ();
myAnim = GetComponent<Animator>();
swimSpeed = startSpeed;
}
// Update is called once per frame
void Update ()
{
playerDetected = Physics2D.OverlapArea (puntoA.position, puntoB.position, whatIsPlayer);
myAnim.SetBool ("Player Detected", playerDetected);
if (playerDetected)
{
swimSpeed = superSpeed;
bite.Play ();
}
if (swimmingRight && transform.position.x > rightPoint.position.x)
{
swimmingRight = false;
}
if (!swimmingRight && transform.position.x < leftPoint.position.x)
{
swimmingRight = true;
}
if (swimmingRight)
{
myRigidBody.velocity = new Vector3 (swimSpeed, myRigidBody.velocity.y, 0f);
transform.localScale = new Vector3 (1f, 1f, 1f);
}
else
{
myRigidBody.velocity = new Vector3 (-swimSpeed, myRigidBody.velocity.y, 0f);
transform.localScale = new Vector3 (-1f, 1f, 1f);
}
}
public void ResetShark2Speed()
{
swimSpeed = startSpeed;
}
}
One problem I see is that you're re-playing the sound at every screen update (based on your app's framerate). 我看到的一个问题是,您在每次更新屏幕时都会重新播放声音 (基于应用程序的帧速率)。 It's not clear if you want it to loop (since is placed inside a
void Update
function for repeated instructions) or you simply want it to play once per detection. 目前尚不清楚你是否希望它循环(因为它被放置在一个
void Update
函数中用于重复指令),或者你只是想让它在每次检测时播放一次。
If Unity can detect when a sound is playing or has finished then use that to help fix this. 如果Unity可以检测到声音播放或播放完毕,那么请使用它来帮助修复此问题。
The looping logic is: 循环逻辑是:
bite.Play();
bite.Play();
. A pseudo-code example: 一个伪代码示例:
if (playerDetected == true)
{
swimSpeed = superSpeed;
if( bite.isPlaying == true)
{
//# Do nothing or whatever you need
}
else
{
//# Asssume it's not playing (eg: stopped, ended, not started, etc)
bite.Play ();
}
}
For once-per-detection: 对于每次检测一次:
public bool detect_snd_Played;
detect_Snd_Played = false; //# Not yet played since no "detect"
//# Update is called once per frame
void Update ()
{
if (playerDetected == true) { swimSpeed = superSpeed; }
if (detect_Snd_Played == false)
{
bite.Play ();
detect_Snd_Played = true; //# Stops future playback until you reset to false
}
}
This line detect_Snd_Played = true;
这行
detect_Snd_Played = true;
should stop multiple playbacks until you reset. 应该停止多次播放,直到重置为止。 This could be if your player becomes "un-detected" by shark, and you can now reset for next time's new "detection" process...
这可能是因为你的玩家被鲨鱼“未检测到”,你现在可以重置为下一次的新“检测”过程......
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