本页详细概述了 GameMaker 支持的音频属性以及您可以设置/更改这些属性的不同"级别"。
下表列出了基本音频属性的所有适用级别,并列出了可用于设置和获取每个级别的每个属性的函数。
等级 | 增益 | 音高 | 偏移量 | 监听掩码 |
---|---|---|---|---|
Asset | audio_sound_gain audio_sound_get_gain | audio_sound_pitch audio_sound_get_pitch | audio_sound_set_track_position audio_sound_get_track_position | N/A |
Group | audio_group_set_gain audio_group_get_gain | N/A | N/A | N/A |
Emitter | audio_emitter_gain audio_emitter_get_gain | audio_emitter_pitch audio_emitter_get_pitch | N/A | audio_emitter_set_listener_mask audio_emitter_get_listener_mask |
Instance/Voice | audio_sound_gain audio_sound_get_gain audio_play_sound, etc. | audio_sound_pitch audio_sound_get_pitch audio_play_sound, etc. | audio_sound_set_track_position audio_sound_get_track_position audio_play_sound, etc. | audio_play_sound, etc. |
Global/Listener | audio_master_gain audio_set_master_gain audio_get_master_gain | N/A | N/A | audio_set_listener_mask audio_get_listener_mask |
Result | Gasset * Ggroup * Gemitter * Ginstance | P资源 * P发射器 * P实例 | Asset-level offset unless instance-level offset is passed to the audio_play_sound_* functions | Memitter & Minstance (bitwise AND, see Bitwise Operators) |
默认资源级增益是声音编辑器中"音量"滑块的值:
稍后仍可以在游戏中更改此设置,方法是使用声音资产ID 作为参数调用audio_sound_gain:
audio_sound_gain(snd_Explode, 0, 0); // Set the asset-level gain to 0 (new instances of this sound play muted)