AudioChannelSplitter 将音频流拆分为组成通道,以便可以独立处理每个通道。它提供一个 输入 引脚,一个组合 输出 引脚,以及以下次级输出引脚,所有这些引脚都可以通过 Wires 进行连接:左声道、右声道、中央、环绕左、环绕右、低音、后左、后右、顶部左、顶部右、顶部后左 和 顶部后右。

代码示例
分离与混合通道
local Workspace = game:GetService("Workspace")
local function wireUp(source: Instance, target: Instance, sourceName: string?, targetName: string?)
local wire = Instance.new("Wire", source)
wire.SourceInstance = source
wire.TargetInstance = target
if sourceName then
wire.SourceName = sourceName
end
if targetName then
wire.TargetName = targetName
end
return wire
end
local listener = Instance.new("AudioListener")
listener.Parent = Workspace.CurrentCamera
local output = Instance.new("AudioDeviceOutput")
output.Parent = Workspace
local splitter = Instance.new("AudioChannelSplitter")
splitter.Parent = Workspace
local mixer = Instance.new("AudioChannelMixer")
mixer.Parent = Workspace
-- 将听众听到的声音发送到分离器,并将混合声音发送到最终输出
wireUp(listener, splitter)
wireUp(mixer, output)
-- 设置分离器和混合器使用四声道布局
splitter.Layout = Enum.AudioChannelLayout.Quad
mixer.Layout = Enum.AudioChannelLayout.Quad
-- 为每个四个通道提供自己的音调变换器
local frontLeft = Instance.new("AudioPitchShifter")
frontLeft.Name = "前左"
frontLeft.Pitch = 1.25
frontLeft.Parent = Workspace
local backLeft = Instance.new("AudioPitchShifter")
backLeft.Name = "后左"
backLeft.Pitch = 0.5
backLeft.Parent = Workspace
local frontRight = Instance.new("AudioPitchShifter")
frontRight.Name = "前右"
frontRight.Pitch = 1.5
frontRight.Parent = Workspace
local backRight = Instance.new("AudioPitchShifter")
backRight.Name = "后右"
backRight.Pitch = 0.75
backRight.Parent = Workspace
wireUp(splitter, frontLeft, "左")
wireUp(splitter, backLeft, "后左")
wireUp(splitter, frontRight, "右")
wireUp(splitter, backRight, "后右")
wireUp(frontLeft, mixer, nil, "左")
wireUp(backLeft, mixer, nil, "后左")
wireUp(frontRight, mixer, nil, "右")
wireUp(backRight, mixer, nil, "后右")
-- 配置一个部件以发出音频
local part = Instance.new("Part")
part.Shape = Enum.PartType.Ball
part.Size = Vector3.new(4, 4, 4)
part.Material = Enum.Material.SmoothPlastic
part.CastShadow = false
part.Position = Vector3.new(0, 4, -12)
part.Anchored = true
part.Parent = Workspace
local analyzer = Instance.new("AudioAnalyzer")
analyzer.Parent = part
local emitter = Instance.new("AudioEmitter")
emitter.Parent = part
local assetPlayer = Instance.new("AudioPlayer")
assetPlayer.Looping = true
assetPlayer.Asset = "rbxassetid://97799489309320"
assetPlayer.Parent = emitter
wireUp(assetPlayer, emitter)
wireUp(assetPlayer, analyzer)
-- 开始播放音频
assetPlayer:Play()
-- 随着音频播放调整部件的颜色
while true do
local peak = math.sqrt(analyzer.PeakLevel)
part.Color = Color3.new(peak, peak, peak)
task.wait()
end
概要
方法
返回连接到指定引脚的 Wires 数组。
返回 Wire.TargetName 可用的输入引脚。
返回可以通过 Wire.SourceName 选择的输出引脚。
活动
当另一个实例通过 Wire 连接到或从 AudioChannelSplitter 断开连接时触发。
属性
Layout
控制要拆分的输入通道布局。当更改时,所有进入此通道拆分器输入的音频流可能需要进行上混(扩大到至少与输入要求相同的通道数)。
输出 引脚生成连接到 输入 的流的副本,但根据 AudioChannelSplitter.Layout 的值:
- 对于 Mono,中央 引脚生成音频流。
- 对于 Surround_7_1_4,所有次级输出引脚生成音频流。
方法
GetOutputPins
返回一个字符串表,表示 Wire.SourceName 可用的哪些输出引脚:
- "Output"
- "Left"
- "Right"
- "Center"
- "SurroundLeft"
- "SurroundRight"
- "BackLeft"
- "BackRight"
- "Sub"
- "TopLeft"
- "TopRight"
- "TopBackLeft"
- "TopBackRight"
返回
活动
WiringChanged
在 Wire 连接或断开连接后触发该事件,并且该 Wire 现在或以前连接到 AudioChannelSplitter 上的某个引脚和某个其他可连接实例。