我在#unity中检测到多个图像目标,当我检测到目标时,我会播放发出图像目标名称的声音。如果我检测到一个目标它会发出响亮的声音,但是当检测到多个目标时,它会播放声音很大并且播放其他目标非常低或不播放它们。 请在教程中以特定方式执行此操作或在答案中解释。
使用UnityEngine;
public class SoundPlay: MonoBehaviour,ITrackableEventHandler
{
#region PRIVATE_MEMBER_VARIABLES
private TrackableBehaviour mTrackableBehaviour;
public AudioClip sound;
#endregion // PRIVATE_MEMBER_VARIABLES
#region UNTIY_MONOBEHAVIOUR_METHODS
void Start()
{
mTrackableBehaviour = GetComponent<TrackableBehaviour>();
if (mTrackableBehaviour)
{
mTrackableBehaviour.RegisterTrackableEventHandler(this);
}
}
#endregion // UNTIY_MONOBEHAVIOUR_METHODS
#region PUBLIC_METHODS
/// <summary>
/// Implementation of the ITrackableEventHandler function called when the
/// tracking state changes.
/// </summary>
public void OnTrackableStateChanged(
TrackableBehaviour.Status previousStatus,
TrackableBehaviour.Status newStatus)
{
if (newStatus == TrackableBehaviour.Status.DETECTED ||
newStatus == TrackableBehaviour.Status.TRACKED)
{
OnTrackingFound();
}
else
{
OnTrackingLost();
}
}
#endregion // PUBLIC_METHODS
#region PRIVATE_METHODS
private void OnTrackingFound()
{
Renderer[] rendererComponents = GetComponentsInChildren<Renderer>(true);
Collider[] colliderComponents = GetComponentsInChildren<Collider>(true);
// Enable rendering:
foreach (Renderer component in rendererComponents)
{
component.enabled = true;
}
// Enable colliders:
foreach (Collider component in colliderComponents)
{
component.enabled = true;
}
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
GetComponentInChildren<fiveSound>().Play();
}
private void OnTrackingLost()
{
Renderer[] rendererComponents = GetComponentsInChildren<Renderer>(true);
Collider[] colliderComponents = GetComponentsInChildren<Collider>(true);
// Disable rendering:
foreach (Renderer component in rendererComponents)
{
component.enabled = false;
}
// Disable colliders:
foreach (Collider component in colliderComponents)
{
component.enabled = false;
}
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
}
public void Play(){
AudioSource.PlayClipAtPoint(sound, transform.position);
}
#endregion // PRIVATE_METHODS
}
答案 0 :(得分:1)
是否检查了3D声音?
如果是,则取消选中。让我知道你是怎么办的!
^ ._。^
答案 1 :(得分:-1)
using UnityEngine;
using Vuforia;
public class SoundPlay: MonoBehaviour,ITrackableEventHandler
{
#region PRIVATE_MEMBER_VARIABLES
private TrackableBehaviour mTrackableBehaviour;
public AudioClip sound;
#endregion // PRIVATE_MEMBER_VARIABLES
#region UNTIY_MONOBEHAVIOUR_METHODS
void Start()
{
mTrackableBehaviour = GetComponent<TrackableBehaviour>();
if (mTrackableBehaviour)
{
mTrackableBehaviour.RegisterTrackableEventHandler(this);
}
}
#endregion // UNTIY_MONOBEHAVIOUR_METHODS
#region PUBLIC_METHODS
/// <summary>
/// Implementation of the ITrackableEventHandler function called when the
/// tracking state changes.
/// </summary>
public void OnTrackableStateChanged(
TrackableBehaviour.Status previousStatus,
TrackableBehaviour.Status newStatus)
{
if (newStatus == TrackableBehaviour.Status.DETECTED ||
newStatus == TrackableBehaviour.Status.TRACKED)
{
OnTrackingFound();
}
else
{
OnTrackingLost();
}
}
#endregion // PUBLIC_METHODS
#region PRIVATE_METHODS
private void OnTrackingFound()
{
Renderer[] rendererComponents = GetComponentsInChildren<Renderer>(true);
Collider[] colliderComponents = GetComponentsInChildren<Collider>(true);
// Enable rendering:
foreach (Renderer component in rendererComponents)
{
component.enabled = true;
}
// Enable colliders:
foreach (Collider component in colliderComponents)
{
component.enabled = true;
}
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
GetComponentInChildren<AudioSource>().Play();
}
private void OnTrackingLost()
{
Renderer[] rendererComponents = GetComponentsInChildren<Renderer>(true);
Collider[] colliderComponents = GetComponentsInChildren<Collider>(true);
// Disable rendering:
foreach (Renderer component in rendererComponents)
{
component.enabled = false;
}
// Disable colliders:
foreach (Collider component in colliderComponents)
{
component.enabled = false;
}
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
}
public void Play(){
AudioSource.PlayClipAtPoint(sound, transform.position);
}
#endregion // PRIVATE_METHODS
}