time | 秒単位の時間 |
スケジュールされているサウンドの再生を終了する時間を変更します。タイミングによってすべてのスケジュール変更要求が満たされるわけではないことに注意してください。
指定された時間はまだ絶対タイムライン上の時間であり、サウンドはいつ開始されたかに関係なくその時間に達すると停止することに注意してください。だから、5 秒の長いサウンドがあり、それを時刻 T で再生して 3 秒後に停止する場合(つまりサウンドの最後の 2 秒間を黙らせる)、終了時間を T + 3 と指定する必要があります。この関数はフレームベースの非可逆コーデックを引き起こす信号の不連続性を克服するために音楽システムにて便利です。
using UnityEngine; using System.Collections;
// While this may seem unnecessarily complicated to do this in the case of uncompressed sounds, you can now use // the SavWav code from https://gist.github.com/2317063 to save the generated clips into new assets, // run the program once with a specified sourceClip and the script will generate "cut1.wav" and "cut2.wav". // These can now be imported into Unity as assets and changed to compressed sounds. // Since psychoacoustic compression severely alters the waveforms and frequency content of sounds and // furthermore operates in a block-based fashion, it would cause very noticeable pops and clicks if we didn't // have the sound data after and before the cut point. By having it, even though we are not playing it, the decoder is "warmed up", // i.e. it has matching frequency content before and after the transition, so at least the // frequency spectrum will be more or less the same before and after the transition and so the click will be less audible // than if we had just cut up the sound without the 0.2s overlap regions. // This method may also be combined with cross-fading in order to further smoothen out any remaining artifacts. [RequireComponent(typeof(AudioSource))] public class ExampleClass : MonoBehaviour { public AudioClip sourceClip; private AudioSource audio1; private AudioSource audio2; private AudioClip cutClip1; private AudioClip cutClip2; private float overlap = 0.2F; private int len1 = 0; private int len2 = 0; void Start() { GameObject child; child = new GameObject("Player1"); child.transform.parent = gameObject.transform; audio1 = child.AddComponent<AudioSource>(); child = new GameObject("Player2"); child.transform.parent = gameObject.transform; audio2 = child.AddComponent<AudioSource>(); int overlapSamples; if (sourceClip != null) { len1 = sourceClip.samples / 2; len2 = sourceClip.samples - len1; overlapSamples = (int)(overlap * sourceClip.frequency); cutClip1 = AudioClip.Create("cut1", len1 + overlapSamples, sourceClip.channels, sourceClip.frequency, false, false); cutClip2 = AudioClip.Create("cut2", len2 + overlapSamples, sourceClip.channels, sourceClip.frequency, false, false); float[] smp1 = new float[(len1 + overlapSamples) * sourceClip.channels]; float[] smp2 = new float[(len2 + overlapSamples) * sourceClip.channels]; sourceClip.GetData(smp1, 0); sourceClip.GetData(smp2, len1 - overlapSamples); cutClip1.SetData(smp1, 0); cutClip2.SetData(smp2, 0); } else { overlapSamples = (int)overlap * cutClip1.frequency; len1 = cutClip1.samples - overlapSamples; len2 = cutClip2.samples - overlapSamples; } }
void OnGUI() { if (GUI.Button(new Rect(10, 50, 230, 40), "Trigger source")) audio1.PlayOneShot(sourceClip);
if (GUI.Button(new Rect(10, 100, 230, 40), "Trigger cut 1")) audio1.PlayOneShot(cutClip1);
if (GUI.Button(new Rect(10, 150, 230, 40), "Trigger cut 2")) audio1.PlayOneShot(cutClip2);
if (GUI.Button(new Rect(10, 200, 230, 40), "Play stitched")) { audio1.clip = cutClip1; audio2.clip = cutClip2; double t0 = AudioSettings.dspTime + 3.0F; double clipTime1 = len1; clipTime1 /= cutClip1.frequency; audio1.PlayScheduled(t0); audio1.SetScheduledEndTime(t0 + clipTime1); Debug.Log("t0 = " + t0 + ", clipTime1 = " + clipTime1 + ", cutClip1.frequency = " + cutClip1.frequency); Debug.Log("cutClip2.frequency = " + cutClip2.frequency + ", samplerate = " + AudioSettings.outputSampleRate); audio2.PlayScheduled(t0 + clipTime1); audio2.time = overlap; } } }
**注意:** 可能であれば重なっているクリップを作成してください。そして上の例が示すように、重なった部分を調整するために最初のスケジュールされていた終了時間と 2 番目の AudioSource.time を使用してください。
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