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TA貢獻1820條經驗 獲得超2個贊
因此,如果我對您的理解正確,您的代碼基本上可以正常工作,但您不是直接為識別的目標播放相應的聲音,而是只想在單擊按鈕時播放它,對嗎?
您可以簡單地添加一個方法PlayCurrentSound并在中引用它onClick:
// SET THIS NAME INSTEAD OF DIRECTLY PLAYING IT
private string currentSoundName;
// THIS IS THE METHOD CALLED BY THE BUTTON
public void PlayCurrentSound()
{
if(!string.IsNullOrWhiteSpace(currentSoundName)) playSound(currentSoundName);
}
而不是OnTrackableStateChanged只改變它的值currentSoundName而不是直接重播它
public void OnTrackableStateChanged(TrackableBehaviour.Status previousStatus, TrackableBehaviour.Status newStatus)
{
m_PreviousStatus = previousStatus;
m_NewStatus = newStatus;
if (newStatus == TrackableBehaviour.Status.DETECTED ||
newStatus == TrackableBehaviour.Status.TRACKED ||
newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
{
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
// HERE BETTER USE A SWITCH INSTEAD
switch(mTrackableBehaviour.TrackableName)
{
case "1":
currentSoundName = "audio/1_eng";
break;
case "2":
currentSoundName = "audio/2_eng";
break;
case "3":
currentSoundName = "audio/3_eng";
break;
default:
currentSoundName = "";
break;
}
// OR ALTERNATIVELY IF YOU ANYWAY WANT TO
// SET THE NAME FOR ALL POSSIBLE NAMES YOU COULD EVEN GO
currentSoundName = string.Format("audio/{0}_eng", mTrackableBehaviour.TrackableName);
OnTrackingFound();
}
else if (previousStatus == TrackableBehaviour.Status.TRACKED &&
newStatus == TrackableBehaviour.Status.NO_POSE)
{
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
StopAllAudio();
// RESET currentSoundName
currentSoundName = "";
OnTrackingLost();
}
else
{
// For combo of previousStatus=UNKNOWN + newStatus=UNKNOWN|NOT_FOUND
// Vuforia is starting, but tracking has not been lost or found yet
// Call OnTrackingLost() to hide the augmentations
OnTrackingLost();
// RESET currentSoundName
currentSoundName = "";
}
}
然而,還有一些其他的小事情我也會改變:
soundTarget.loop = false;
soundTarget.playOnAwake = false;
這已經可以在游戲開始時完成,只能執行一次并且不應每次都重復。所以這樣做:
private void Awake()
{
soundTarget.loop = false;
soundTarget.playOnAwake = false;
}
比
clipTarget = (AudioClip)Resources.Load(ss);
從資源中一遍又一遍地加載(也許)相同的聲音……效率不高。您可能希望在加載后保留參考
private Dictionary<string, AudioClip> clips = new Dictionary<string, AudioClip>();
void playSound(string ss)
{
if(clips.ContainsKey(ss) && clip[ss] != null)
{
clipTarget = clips[ss];
else
{
clip = (AudioClip)Resources.Load(ss);
if(clipTarget == null)
{
Debug.LogError("Couldn't get clip for " + ss, this);
return;
}
clips.Add(ss, clipTarget);
}
soundTarget.clip = clipTarget;
soundTarget.Play();
}
您也可能想soundTarget.PlayOneShot(clipTarget)改用。不同之處在于PlayOneShot播放整個聲音并允許并發聲音,同時Play中斷當前聲音并開始新聲音(取決于您的需要)。
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