AudioChannelMixer 將多個音頻流混合為單個、多通道音頻流。它提供一個結合的 輸入 頂針、一個 輸出 頂針以及以下的次要輸入頂針,所有這些都可以由 Wires 連接到/從: 左 、 右 、 中心 、 環繞左 、 環繞右 、 子 、 背左 、 背右 、 頂左 、 頂右 、 頂左後 、以及 頂右後 。

範例程式碼
Splitting & Mixing Channels
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
-- Send what the listener hears to a splitter and send a mix to the final output
wireUp(listener, splitter)
wireUp(mixer, output)
-- Set up both the splitter and mixer to use a quadrophonic layout
splitter.Layout = Enum.AudioChannelLayout.Quad
mixer.Layout = Enum.AudioChannelLayout.Quad
-- Give each of the four channels its own pitch shifter
local frontLeft = Instance.new("AudioPitchShifter")
frontLeft.Name = "Front Left"
frontLeft.Pitch = 1.25
frontLeft.Parent = Workspace
local backLeft = Instance.new("AudioPitchShifter")
backLeft.Name = "Back Left"
backLeft.Pitch = 0.5
backLeft.Parent = Workspace
local frontRight = Instance.new("AudioPitchShifter")
frontRight.Name = "Front Right"
frontRight.Pitch = 1.5
frontRight.Parent = Workspace
local backRight = Instance.new("AudioPitchShifter")
backRight.Name = "Back Right"
backRight.Pitch = 0.75
backRight.Parent = Workspace
wireUp(splitter, frontLeft, "Left")
wireUp(splitter, backLeft, "BackLeft")
wireUp(splitter, frontRight, "Right")
wireUp(splitter, backRight, "BackRight")
wireUp(frontLeft, mixer, nil, "Left")
wireUp(backLeft, mixer, nil, "BackLeft")
wireUp(frontRight, mixer, nil, "Right")
wireUp(backRight, mixer, nil, "BackRight")
-- Configure a part to emit audio
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)
-- Start playing the audio
assetPlayer:Play()
-- Adjust the part's color as the audio plays
while true do
local peak = math.sqrt(analyzer.PeakLevel)
part.Color = Color3.new(peak, peak, peak)
task.wait()
end
概要
方法
返回連接到指定頂針的一個 Wires 陣列。
返回由 Wire.TargetName 可選擇的輸入彈簧。
返回可用於 Wire.SourceName 的輸出頂針。
活動
當另一個實例連接到或與 AudioChannelMixer 通過 Wire 分開時,發生火災。
屬性
Layout
控制輸出通道布局要混合的。 輸入 頂針的AudioChannelMixer總是「原樣」傳送到 輸出 ,但取決於Layout的值:
- 對於 Mono , 中心 彈簧消耗音頻流。
- 對於 Surround_7_1_4 ,所有次要輸入彈簧都會消耗音頻流。
方法
GetInputPins
返回一個表示哪些輸入彈簧可用於 Wire.TargetName 的字串表:
- "Input"
- "Left"
- "Right"
- "Center"
- "SurroundLeft"
- "SurroundRight"
- "BackLeft"
- "BackRight"
- "Sub"
- "TopLeft"
- "TopRight"
- "TopBackLeft"
- "TopBackRight"
返回
活動
WiringChanged
在 Wire 連接或解除連接後發生的事件,該 Wire 現在或之前已連接到 AudioChannelMixer 上的某個彈片或其他可連接的實例。