统一:使用PlayScheduled()的精确节拍器不起作用



我正在尝试统一编程一个准确的节拍器。我知道,已经有一些问题了,但我找不到解决我的问题的方法。我的第一个天真的实现使用了Play((或PlayOneShot((。但不幸的是,它不是很准确。所以我想,我可以用PlayScheduled((和缓冲时间来实现它。就像这个例子一样:http://www.schmid.dk/talks/2014-05-21-Nordic_Game_Jam/Schmid-2014-05-21-NGJ-140.pdf但这也没有用,要么我根本没有声音,要么声音有时会被切断,好像没有播放声音的开头。为什么计划的声音不播放?

这是我到目前为止的代码:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(AudioSource))]
public class inaccurateMetronome : MonoBehaviour {
public double bpm = 140.0F;
public AudioClip sound0;
public AudioSource audio0;
bool running = false;
bool ticked = false;
public double buff = 0.2d;
double timePerTick;
double nextTick;
double dspTime;

void Start () {
    double startTick = AudioSettings.dspTime;
    nextTick = startTick + buff;
    audio0 = GetComponent<AudioSource>();
    audio0.clip = sound0;
}
public void toggleMetronome() {
    if (running)
        stopMetronome();
    else
        startMetronome();
}
public void startMetronome() {
    if (running) {
        Debug.LogError("Metronome: already running");
        return;
    } else {
        running = true;
        timePerTick = 60.0f / bpm;
        nextTick = AudioSettings.dspTime + buff;
        Debug.Log("Metronome started");
    }
}
public void stopMetronome() {
    if (!running) {
        Debug.LogError("Metronome: not yet running");
        return;
    } else {
        running = false;
        Debug.Log("Metronome stopped");
    }
}
public void setBpm(double bpm){
    this.bpm = bpm;
    this.timePerTick = 60.0f / bpm;
}

void FixedUpdate() {
    dspTime = AudioSettings.dspTime;
    if ( running && dspTime + buff >= nextTick) {
        ticked = false;
        nextTick += timePerTick;
    }
    else if ( running && !ticked && nextTick >= AudioSettings.dspTime ) {
                audio0.PlayOneShot(sound0, 1);
                Debug.Log("Tick");
            ticked = true;
        }
    }
}

如果有人能帮助我,那就太棒了。谢谢!

直接从 Unity 文档中使用那个如果您想播放自己的声音,只需在Debug.Log()后播放即可。

using UnityEngine;
    using
 System.Collections;
    // The code example shows how to implement a metronome that procedurally generates the click sounds via the OnAudioFilterRead callback.
    // While the game is paused or the suspended, this time will not be updated and sounds playing will be paused. Therefore developers of music scheduling routines do not have to do any rescheduling after the app is unpaused
    [RequireComponent(typeof(AudioSource))]
    public class ExampleClass : MonoBehaviour
    {
        public double bpm = 140.0F;
        public float gain = 0.5F;
        public int signatureHi = 4;
        public int signatureLo = 4;
        private double nextTick = 0.0F;
        private float amp = 0.0F;
        private float phase = 0.0F;
        private double sampleRate = 0.0F;
        private int accent;
        private bool running = false;
        void Start()
        {
            accent = signatureHi;
            double startTick = AudioSettings.dspTime;
            sampleRate = AudioSettings.outputSampleRate;
            nextTick = startTick * sampleRate;
            running = true;
        }
        void OnAudioFilterRead(float[] data, int channels)
        {
            if (!running)
                return;
            double samplesPerTick = sampleRate * 60.0F / bpm * 4.0F / signatureLo;
            double sample = AudioSettings.dspTime * sampleRate;
            int dataLen = data.Length / channels;
            int n = 0;
            while (n < dataLen)
            {
                float x = gain * amp * Mathf.Sin(phase);
                int i = 0;
                while (i < channels)
                {
                    data[n * channels + i] += x;
                    i++;
                }
                while (sample + n >= nextTick)
                {
                    nextTick += samplesPerTick;
                    amp = 1.0F;
                    if (++accent > signatureHi)
                    {
                        accent = 1;
                        amp *= 2.0F;
                    }
                    Debug.Log("Tick: " + accent + "/" + signatureHi);
                }
                phase += amp * 0.3F;
                amp *= 0.993F;
                n++;
            }
        }
    }

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