The Audio Mixer is an Asset that can be referenced by Audio Sources to provide more complex routing and mixing of the audio signal generated from AudioSources. It does this category based mixing via the AudioGroup hierarchy that is constructed by the user inside the Asset.
DSP 效果和其他音频母带制作概念可应用于音频信号,因为音频信号是从音频源路由到音频监听器 (AudioListener)。
http://en.wikipedia.org/wiki/Audio_mixing
音频路线规划是指获取一定数量的输入音频信号并输出 1 个或多个输出信号的过程。这里的“信号”一词指的是连续的数字音频数据流,可以分解为数字音频声道(比如立体声或 5.1(6 声道))。
Internally there is usually some work on these signals being done, such as mixing, applying effects, attenuation etc. For various reasons that will be covered, this is an important aspect of audio processing and this is what the Audio Mixer is designed to allow you to do.
With the exception of Sends and Returns (which will be covered later), the Audio Mixer contains AudioGroups that allow any number of input signals, mix those signals and have exactly 1 output.
在音频处理领域,这种路线和混音通常在与场景图形层级视图正交的情况下完成,因为音频的行为以及设计者与音频的交互方式与场景中显示的对象和概念非常不同。
在以前版本的 Unity 中,不存在路线和混音的概念。用户以前可以将音频源放置在场景中,并且音频源产生的音频信号(例如通过音频剪辑)被直接添加到音频监听器,所有音频信号在一个点上混合起来。此处需要注意的是,这些操作与场景图正交进行,无论音频源在场景中的什么地方。
Audio Mixers now sit between the AudioSource and the AudioListener in the audio signal processing space and allow you to take the output signal from the AudioSource perform whatever routing and mixing operations they wish until finally all audio is output to the AudioListener and is heard from the speakers.
通过混音和路线,可以将游戏中的音频分类为所有需求的类型。一旦将声音混合到这些类别中,效果和其他操作就可以作为一个整体应用于这些类别。这一功能很强大,不仅可以将游戏逻辑更改应用于各种声音类别,而且还允许设计人员调整混音的各个方面以便在运行时对整个音景动态地执行所谓的“母带制作”(Mastering)。
某些声音概念与场景图和 3D 世界有关。其中最明显的是基于 3D 距离、与音频监听器的相对速度和环境混响效果进行的衰减应用。
As these operations are related to the scene and not to the categories of sounds in an Audio Mixer, the effects are applied at the AudioSource, before the signal enters an Audio Mixer. For example, the attenuation applied to an AudioSource based on its distance from the AudioListener is applied to the signal before it leaves the AudioSource and is routed into an Audio Mixer.
As stated above, Audio Mixers allow you to effectively categorise types of sounds and do stuff to these categories. This is an important concept, because without such categorisations, the entire soundscape quickly becomes a mess of indistinguishable noise as every sound is played back equally and without any mixing applied to them. With concepts such as ducking, categories of sounds can also influence each other, adding additional richness to the mix.
例如,设计人员可能希望对类别执行以下操作:
这些类别实际上与游戏紧密相关,并且在不同的项目之间有所不同,但这种分类可以借鉴如下所述的方式:
此布局的类别层级视图如下所示:
请注意,场景图布局看起来与声音类别的布局完全不同。
游戏声音的混音和路由也可用于创建设计师所寻找的沉浸感。例如,可以将混响应用于所有游戏声音,并使音乐衰减以产生身处洞穴中的感觉。
The Audio Mixer can be used effectively to create moods within the game. Using concepts such as snapshots (explained later) and other different mixers within a game, the game can transition its mood easily and emote the player into feeling what the designer wishes, which is super powerful in the immersion of the game.
The Audio Mixer is used to control the overall mix of all the sounds within a game. These Audio Mixers control the global mix and can be seen as the static singleton mix that sound instances are routed through.
In other words, the Audio Mixers are always present through the lifetime of a scene, and sound instances are created and destroyed as the game progresses and play through these global Audio Mixers.
Snapshots allow you to capture the state of an Audio Mixer, and transition between these different states as the game progresses. This is a great way to define moods or themes of the mix and have those moods change as the player progresses through the game.
Snapshots capture the values of all of the parameters within the Audio Mixer;
要改变音景的多个方面,一种很棒方法是将快照与游戏逻辑相结合。