AudioEqualizer 调整音频流的频率内容。它提供一个 输入 接口和一个 输出 接口,可以通过 Wires 连接到/从。AudioEqualizer 有 3 个频率带,其增益值可以控制,带之间的交叉点可以移动。
代码示例
An AudioEqualizer can be used to change the frequency content of audio streams. This can be done before emission, or after listening, and can be used to implement your own, custom RollOff logic! In this example, we use an AudioEqualizer to make an AudioPlayer's high frequencies more muffled as the AudioListener looks away from the AudioEmitter. We also reduce both the low and high frequencies as the listener gets further away.
local function wireUp(source: Instance, target: Instance): Wire
local wire = Instance.new("Wire")
wire.Parent = target
wire.SourceInstance = source
wire.TargetInstance = target
return wire
end
local function getCFrameFrom(inst: Instance): CFrame?
local parent = inst.Parent
if not parent then
return nil
elseif parent:IsA("Model") then
return parent.WorldPivot
elseif parent:IsA("BasePart") then
return parent.CFrame
elseif parent:IsA("Attachment") then
return parent.WorldCFrame
elseif parent:IsA("Camera") then
return parent.CFrame
else
return nil
end
end
local function rescale(value: number, oldRange: NumberRange, newRange: NumberRange): number
local clamped = math.clamp(value, oldRange.Min, oldRange.Max)
local normalized = clamped - oldRange.Min / (oldRange.Max - oldRange.Min)
return normalized * (newRange.Max - newRange.Min) + newRange.Min
end
local assetPlayer = Instance.new("AudioPlayer")
assetPlayer.AssetId = "rbxassetid://142376088"
assetPlayer.Parent = workspace
local equalizer = Instance.new("AudioEqualizer")
equalizer.MidRange = NumberRange.new(400, 3000)
equalizer.Parent = workspace
local emitterPart = Instance.new("Part")
emitterPart.Anchored = true
emitterPart.Position = Vector3.new(0, 5, 0)
emitterPart.Parent = workspace
local emitter = Instance.new("AudioEmitter")
emitter.Parent = emitterPart
local listener = Instance.new("AudioListener")
listener.Parent = workspace.CurrentCamera
local output = Instance.new("AudioDeviceOutput")
output.Parent = workspace
wireUp(assetPlayer, equalizer)
wireUp(equalizer, emitter)
wireUp(listener, output)
assetPlayer.Looping = true
assetPlayer:Play()
while true do
local emitterFrame = getCFrameFrom(emitter)
local listenerFrame = getCFrameFrom(listener)
if emitterFrame and listenerFrame then
local towardEmitter = emitterFrame.Position - listenerFrame.Position
local look = towardEmitter.Unit:Dot(listenerFrame.LookVector) -- ranges from [-1, 1]
look = rescale(look, NumberRange.new(-1, 1), NumberRange.new(-20, 0))
local distance = math.max(towardEmitter.Magnitude, 1)
local rolloff = 1 / distance -- ranges from [0, 1]
rolloff = rescale(rolloff, NumberRange.new(0, 1), NumberRange.new(-10, 10))
equalizer.HighGain = look + rolloff
equalizer.LowGain = rolloff
end
task.wait()
end
概要
属性
无论是否有音频流被此效果影响。
获得值,可应用于平衡器中最高带的频率内容。
获得值,可应用于平衡器中最低带的频率内容。
获得值,可应用于中等带的频率内容的均衡器。
由 MidGain 影响的带的频率范围。
方法
返回与指定的引置顶连接的 Wires 阵列。
活动
当另一个实例通过 AudioEqualizer 连接到或与 Wire 断开时发生火焰。
属性
Editor
方法
活动
WiringChanged
在 Wire 连接或断开后发生的事件,该 Wire 现在或之前已连接到 AudioEqualizer 上的某个引脚或其他可连接的实例。