场景 / Sound
Sound Class
音效
使用示例:创建一个名为"SoundExample"的脚本,放置在对象栏中,打开脚本,输入以下代码保存,运行游戏,你可以听到音效的声音。代码如下:ts
@Component
export default class SoundExample extends Script {
private readonly sound = {
assetID: "14929",
object: null as mw.Sound,
};
protected onStart(): void {
this.createSound();
}
@mw.RemoteFunction(mw.Client)
public async createSound(): `Promise`<`void`\> {
const success = await AssetUtil.asyncDownloadAsset(this.sound.assetID);
if (success) {
// 下载完毕创建音效
this.sound.object = await GameObject.asyncSpawn<mw.Sound>(this.sound.assetID);
// 设置音效transform
const transform = new Transform(new Vector(0, 0, 0), new Rotation(0, 0, 0), new Vector(1, 1, 1));
this.sound.object.worldTransform = transform;
// 设置音效为空间音效
this.sound.object.isUISound = false;
this.sound.object.isSpatialization = true;
// 设置UI音效形状为球形
this.sound.object.attenuationShape = AttenuationShape.Sphere;
// 设置音效范围100
this.sound.object.attenuationShapeExtents = new Vector(100,0,0);
// 设置音效衰减距离为200
this.sound.object.falloffDistance = 200;
// 设置音效音量
this.sound.object.volume = 1;
// 开启音效循环
this.sound.object.isLoop = true;
// 播放音效
this.sound.object.play();
}
}
}@Component
export default class SoundExample extends Script {
private readonly sound = {
assetID: "14929",
object: null as mw.Sound,
};
protected onStart(): void {
this.createSound();
}
@mw.RemoteFunction(mw.Client)
public async createSound(): `Promise`<`void`\> {
const success = await AssetUtil.asyncDownloadAsset(this.sound.assetID);
if (success) {
// 下载完毕创建音效
this.sound.object = await GameObject.asyncSpawn<mw.Sound>(this.sound.assetID);
// 设置音效transform
const transform = new Transform(new Vector(0, 0, 0), new Rotation(0, 0, 0), new Vector(1, 1, 1));
this.sound.object.worldTransform = transform;
// 设置音效为空间音效
this.sound.object.isUISound = false;
this.sound.object.isSpatialization = true;
// 设置UI音效形状为球形
this.sound.object.attenuationShape = AttenuationShape.Sphere;
// 设置音效范围100
this.sound.object.attenuationShapeExtents = new Vector(100,0,0);
// 设置音效衰减距离为200
this.sound.object.falloffDistance = 200;
// 设置音效音量
this.sound.object.volume = 1;
// 开启音效循环
this.sound.object.isLoop = true;
// 播放音效
this.sound.object.play();
}
}
}Hierarchy
↳
Sound
Table of contents
Properties
onFinish: MulticastDelegate<() => void> |
|---|
| 声音结束事件 |
onPause: MulticastDelegate<() => void> |
| 声音暂停事件 |
onPlay: MulticastDelegate<() => void> |
| 声音开始事件 |
click
Properties
onBeforeDestroyDelegate: MulticastDelegate<() => void> |
|---|
| 物体销毁前事件回调 |
onCustomPropertyChange: Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>> other |
| 监听自定义属性同步事件 |
onDestroyDelegate: MulticastDelegate<() => void> |
| 物体销毁后事件回调 |
onPropertyChange: Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>> |
| 监听系统属性同步事件 |
Accessors
attenuationDistanceModel(): AttenuationDistanceModel client |
|---|
| 获取音效的衰减方式 |
attenuationShape(): AttenuationShape client |
| 获取音效的形状 |
attenuationShapeExtents(): Vector client |
| 获取音效形状范围 |
falloffDistance(): number client |
| 获取衰减距离 |
isLoop(): boolean client |
| 获取是否循环播放 |
isSpatialization(): boolean client |
| 获取音效空间化 |
isUISound(): boolean client |
| 获取是否是UI音效 |
playState(): SoundPlayState client |
| 获取音效播放状态 |
timeLength(): number client |
| 获取音效时长 |
timePosition(): number client |
| 获取当前已播放时长 |
volume(): number client |
| 获取音量比例 |
click
Accessors
assetId(): string |
|---|
| 获取当前物体使用资源的GUID |
gameObjectId(): string |
| 获取物体的唯一标识(唯一标识一个对象的字符串)。 |
isDestroyed(): boolean |
| 当前物体是否被销毁 |
isReady(): boolean |
| 当前物体状态 |
localTransform(): Transform |
| 当前物体本地变换 |
name(): string |
| 返回当前物体名称 |
netStatus(): NetStatus |
| 获取当前物体同步状态 |
parent(): GameObject |
| 获取当前父物体 |
tag(): string |
| 获取当前物体的标签 |
worldTransform(): Transform |
| 当前物体世界变换 |
Methods
pause(bPause?: boolean): void |
|---|
| 暂停播放音效 |
play(startTime?: number, onSuccess?: () => void): void |
| 播放音效 |
setSoundAsset(assetGUID: string): void client |
| 通过 GUID 设置音效 |
stop(): void |
| 停止播放音效 |
click
Methods
addComponent<T: extends Script<T>>(constructor: (...args: unknown[]) => T: extends Script<T>, bInReplicates?: boolean): T: extends Script<T> |
|---|
| 添加一个脚本组件 |
asyncGetChildByName(name: string): Promise<GameObject> |
| 异步根据名称查找子物体 |
asyncReady(): Promise<GameObject> |
| 物体准备好后返回 |
clone(gameObjectInfo?: GameObjectInfo): GameObject |
| 复制对象 |
destroy(): void |
| 删除对象 |
getBoundingBox(nonColliding?: boolean, includeFromChild?: boolean, outer?: Vector): Vector |
| 获取物体包围盒大小 |
getBounds(onlyCollidingComponents: boolean, originOuter: Vector, boxExtentOuter: Vector, includeFromChild?: boolean): void |
| 获取物体边界 |
getChildByGameObjectId(gameObjectId: string): GameObject |
| 根据 gameObjectId 查找子物体 |
getChildByName(name: string): GameObject |
| 根据名称查找子物体 |
getChildByPath(path: string): GameObject |
| 根据路径查找子物体 |
getChildren(): GameObject[] |
| 获取子物体 |
getChildrenBoundingBoxCenter(outer?: Vector): Vector |
| 获取所有子对象包围盒中心点(不包含父对象,父对象不可用返回[0,0,0]) |
getChildrenByName(name: string): GameObject[] |
| 通过名字查找所有的子物体 |
getComponent<T: extends Script<T>>(constructor?: (...args: unknown[]) => T: extends Script<T>): T: extends Script<T> |
| 获取指定类型的组件 |
getComponentPropertys<T: extends Script<T>>(constructor: (...args: unknown[]) => T: extends Script<T>): Map<string, IPropertyOptions> |
| 获取脚本组件属性 |
getComponents<T: extends Script<T>>(constructor?: (...args: unknown[]) => T: extends Script<T>): T: extends Script<T>[] |
| 获取指定类型的所有组件 |
getCustomProperties(): string[] |
| 获取所有自定义属性 |
getCustomProperty<T: extends CustomPropertyType>(propertyName: string): T: extends CustomPropertyType |
| 获取自定义属性 |
getCustomPropertyChangeDelegate(property): Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>> other |
| 给定对象属性修改时触发的事件代理 |
getPropertyChangeDelegate(property): Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>> other |
| 给定对象属性修改时触发的事件代理 |
getVisibility(): boolean |
| 获取物体是否被显示 |
moveBy(velocity: Vector, isLocal?: boolean): void other |
| 按给定的速度矢量随时间平滑地移动对象 |
moveTo(targetPosition: Vector, time: number, isLocal?: boolean, onComplete?: () => void): void other |
| 在指定时间内从当前位置平滑移动至目标位置 |
rotateBy(rotation: Quaternion Rotation, multiplier: number, isLocal?: boolean): void other |
| 按给定的旋转量随时间平滑地旋转对象 |
rotateTo(targetRotation: Quaternion Rotation, time: number, isLocal?: boolean, onComplete?: () => void): void other |
| 在指定时间内从当前旋转平滑变化至目标旋转 |
scaleBy(scale: Vector, isLocal?: boolean): void other |
| 按每秒给定的缩放矢量随时间平滑缩放对象 |
scaleTo(targetScale: Vector, time: number, isLocal?: boolean, onComplete?: () => void): void other |
| 在指定时间内从当前缩放平滑变化至目标缩放 |
setAbsolute(absolutePosition?: boolean, absoluteRotation?: boolean, absoluteScale?: boolean): void |
| 设置物体localTransform是相对于父物体或者世界 |
setCustomProperty(propertyName: string, value: undefined CustomPropertyType): void |
| 设置自定义属性 |
setVisibility(status: boolean PropertyStatus, propagateToChildren?: boolean): void |
| 设置物体是否被显示 |
stopMove(): void other |
| 中断moveTo()、moveBy()的进一步移动 |
stopRotate(): void other |
| 中断从rotateTo()或rotateBy()的进一步旋转 |
stopScale(): void other |
| 中断从ScaleTo()或ScaleBy()的进一步缩放 |
asyncFindGameObjectById(gameObjectId: string): Promise<GameObject> |
| 通过 gameObjectId 异步查找 GameObject |
asyncGetGameObjectByPath(path: string): Promise<GameObject> |
| 通过路径异步查找物体 |
asyncSpawn<T: extends GameObject<T>>(assetId: string, gameObjectInfo?: GameObjectInfo): Promise<T: extends GameObject<T>> |
| 异步构造一个物体 |
bulkPivotTo(gameObjects: GameObject[], transforms: Transform[]): void |
| 批量设置位置 |
findGameObjectById(gameObjectId: string): GameObject |
| 通过 gameObjectId 查找物体 |
findGameObjectByName(name: string): GameObject |
| 通过名字查找物体 |
findGameObjectsByName(name: string): GameObject[] |
| 通过名字查找物体 |
findGameObjectsByTag(tag: string): GameObject[] |
| 通过自定义标签获取物体 |
getGameObjectByPath(path: string): GameObject |
| 通过路径查找物体 |
spawn<T: extends GameObject<T>>(assetId: string, gameObjectInfo?: GameObjectInfo): T: extends GameObject<T> |
| 构造一个物体 |
Properties
onFinish
• onFinish: MulticastDelegate<() => void>
声音结束事件
onPause
• onPause: MulticastDelegate<() => void>
声音暂停事件
onPlay
• onPlay: MulticastDelegate<() => void>
声音开始事件
Accessors
attenuationDistanceModel
• | • | ||||
|---|---|---|---|---|---|
获取音效的衰减方式 Returns
| 设置音效的衰减方式 Parameters
|
attenuationShape
• | • | ||||
|---|---|---|---|---|---|
获取音效的形状 Returns
| 设置音效的形状 Parameters
|
attenuationShapeExtents
• | • | ||||
|---|---|---|---|---|---|
获取音效形状范围 Returns
| 设置音效形状范围 用于衰减形状的尺寸,每个形状的值解释不同。 球体 X是球体半径,Y和Z未使用 胶囊 X是半高,Y是半径,Z未使用 长方体 X、Y和Z是长方体的尺寸 圆锥体 X是圆锥体半径,Y是圆锥体角度,Z是圆锥体衰减角度 Parameters
|
falloffDistance
• | • | ||||
|---|---|---|---|---|---|
获取衰减距离 Returns
| 设置衰减距离 Parameters
|
isLoop
• | • | ||||
|---|---|---|---|---|---|
获取是否循环播放 Returns
| 设置循环播放 Parameters
|
isSpatialization
• | • | ||||
|---|---|---|---|---|---|
获取音效空间化 Returns
| 设置音效空间化,若是,则开启空间传播衰减 Parameters
|
isUISound
• | • | ||||
|---|---|---|---|---|---|
获取是否是UI音效 Returns
| 设置是否是UI音效,注意:UI音效不依赖游戏逻辑 Parameters
|
playState
• | ||
|---|---|---|
获取音效播放状态 Returns
|
timeLength
• | ||
|---|---|---|
获取音效时长 Returns
|
timePosition
• | ||
|---|---|---|
获取当前已播放时长 Returns
|
volume
• | • | ||||
|---|---|---|---|---|---|
获取音量比例 Returns
| 设置音量 0~1 Parameters
|
Methods
pause
• pause(bPause?): void
暂停播放音效
Parameters
bPause? boolean | 设置暂停状态 default:true |
|---|
play
• play(startTime?, onSuccess?): void
播放音效
Parameters
startTime? number | 设置起始播放时间 default:0 range: 不大于音效的时长 type: 浮点数 |
|---|---|
onSuccess? () => void | 播放完成后回调 default: null |
setSoundAsset
• setSoundAsset(assetGUID): void client
通过 GUID 设置音效
Parameters
assetGUID string | 音效资源 ID range: 依据 ID 长度而定 |
|---|
stop
• stop(): void
停止播放音效