概要
属性
方法
OpenAttenuationCurveEditor(selectedCurveObjects: Instances):() |
OpenDirectionalCurveEditor(selectedCurveObjects: Instances):() |
PlayLocalSound(sound: Instance):() |
SetListener(listenerType: Enum.ListenerType,listener: Tuple):() |
代码示例
动态混响系统
local Players = game:GetService("Players")
local CollectionService = game:GetService("CollectionService")
local SoundService = game:GetService("SoundService")
local localPlayer = Players.LocalPlayer
local reverbTags = {
["reverb_Cave"] = Enum.ReverbType.Cave,
}
-- 收集部件并按标签对它们进行分组
local parts = {}
for reverbTag, reverbType in pairs(reverbTags) do
for _, part in pairs(CollectionService:GetTagged(reverbTag)) do
parts[part] = reverbType
end
end
-- 检查一个位置是否在部件的范围内的函数
local function positionInPart(part, position)
local extents = part.Size / 2
local offset = part.CFrame:PointToObjectSpace(position)
return offset.x < extents.x and offset.y < extents.y and offset.z < extents.z
end
local reverbType = SoundService.AmbientReverb
while true do
task.wait()
if not localPlayer then
return
end
local character = localPlayer.Character
-- 默认为无混响
local newReverbType = Enum.ReverbType.NoReverb
if character and character.PrimaryPart then
local position = character.PrimaryPart.Position
-- 遍历所有索引的部件
for part, type in pairs(parts) do
-- 查看角色是否在其中
if positionInPart(part, position) then
-- 如果是,选择该混响类型
newReverbType = type
break
end
end
end
-- 如果混响类型已更改,则设置混响类型
if newReverbType ~= reverbType then
SoundService.AmbientReverb = newReverbType
reverbType = newReverbType
end
endAPI 参考
属性
方法
OpenAttenuationCurveEditor
SoundService:OpenAttenuationCurveEditor(selectedCurveObjects:Instances):()
参数
selectedCurveObjects:Instances |
返回
()
OpenDirectionalCurveEditor
SoundService:OpenDirectionalCurveEditor(selectedCurveObjects:Instances):()
参数
selectedCurveObjects:Instances |
返回
()
SetListener
参数
返回
()