我将识别很少的imageTargets,并且我想使用onClick(button)播放声音。此按钮位于画布上,在应用程序生命周期中始终位于顶部。因此您可以随时看到它。在此按钮后面,您可以查看相机视图并识别标记。
F.e我有两个标记:“狗”和“牛”。 狗已分配音频-吠叫。 Cow已经分配了音频-muu。
当我识别出母牛->单击该按钮时,它应该给我muu声音,但是当我识别出Dog时,单击该按钮时应该给我吠声。 这是个问题。我无法解决。我认为我应该为此按钮编写一个脚本,以播放适当的标记声onClick,但我不知道如何告诉按钮现在我可以看到Cow,而又一次可以看到Dog。
我制作了一个脚本,可以在识别图像时播放声音,但是我想用按钮来完成。
如果有一些不清楚的地方,请告诉我,我会写得更好或更。
到目前为止,在我的“默认可跟踪事件处理程序”中是值得的:
using UnityEngine;
using Vuforia;
public class DefaultTrackableEventHandlerEng : MonoBehaviour, ITrackableEventHandler
{
//------------Begin Sound----------
public AudioSource soundTarget;
public AudioClip clipTarget;
private AudioSource[] allAudioSources;
//function to stop all sounds
void StopAllAudio()
{
allAudioSources = FindObjectsOfType(typeof(AudioSource)) as AudioSource[];
foreach (AudioSource audioS in allAudioSources)
{
audioS.Stop();
}
}
//function to play sound
void playSound(string ss)
{
clipTarget = (AudioClip)Resources.Load(ss);
soundTarget.clip = clipTarget;
soundTarget.loop = false;
soundTarget.playOnAwake = false;
soundTarget.Play();
}
//-----------End Sound------------
#region PROTECTED_MEMBER_VARIABLES
protected TrackableBehaviour mTrackableBehaviour;
protected TrackableBehaviour.Status m_PreviousStatus;
protected TrackableBehaviour.Status m_NewStatus;
#endregion // PROTECTED_MEMBER_VARIABLES
#region UNITY_MONOBEHAVIOUR_METHODS
protected virtual void Start()
{
mTrackableBehaviour = GetComponent<TrackableBehaviour>();
if (mTrackableBehaviour)
mTrackableBehaviour.RegisterTrackableEventHandler(this);
//Register / add the AudioSource as object
soundTarget = (AudioSource)gameObject.AddComponent<AudioSource>();
}
protected virtual void OnDestroy()
{
if (mTrackableBehaviour)
mTrackableBehaviour.UnregisterTrackableEventHandler(this);
}
#endregion // UNITY_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)
{
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");
if (mTrackableBehaviour.TrackableName == "1")
{
playSound("audio/1_eng");
}
if (mTrackableBehaviour.TrackableName == "2")
{
playSound("audio/2_eng");
}
if (mTrackableBehaviour.TrackableName == "3")
{
playSound("audio/3_eng");
}
OnTrackingFound();
}
else if (previousStatus == TrackableBehaviour.Status.TRACKED &&
newStatus == TrackableBehaviour.Status.NO_POSE)
{
Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost");
StopAllAudio();
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();
}
}
#endregion // PUBLIC_METHODS
#region PROTECTED_METHODS
protected virtual void OnTrackingFound()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
// Enable rendering:
foreach (var component in rendererComponents)
component.enabled = true;
// Enable colliders:
foreach (var component in colliderComponents)
component.enabled = true;
// Enable canvas':
foreach (var component in canvasComponents)
component.enabled = true;
}
protected virtual void OnTrackingLost()
{
var rendererComponents = GetComponentsInChildren<Renderer>(true);
var colliderComponents = GetComponentsInChildren<Collider>(true);
var canvasComponents = GetComponentsInChildren<Canvas>(true);
// Disable rendering:
foreach (var component in rendererComponents)
component.enabled = false;
// Disable colliders:
foreach (var component in colliderComponents)
component.enabled = false;
// Disable canvas':
foreach (var component in canvasComponents)
component.enabled = false;
}
#endregion // PROTECTED_METHODS
}
答案 0 :(得分:1)
因此,如果我理解正确,您的代码基本上可以正常工作,但是与其直接播放已识别目标的相应声音,不如只单击按钮就播放它,对吧?
您只需添加方法PlayCurrentSound
并在onClick
中引用它即可:
// 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);
}
,而在OnTrackableStateChanged
中仅更改currentSoundName
的值,而不是直接重播
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 = "";
}
}
不过,我还有一些其他细微的变化:
soundTarget.loop = false;
soundTarget.playOnAwake = false;
这可以在游戏开始时完成,只有一次,并且不应每次都重复。这样做:
private void Awake()
{
soundTarget.loop = false;
soundTarget.playOnAwake = false;
}
比
clipTarget = (AudioClip)Resources.Load(ss);
从资源中反复加载(也许)相同的声音...效率不是很高。您宁愿要在引用加载后保留引用,例如
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();
}
您可能还想使用soundTarget.PlayOneShot(clipTarget)
。区别在于PlayOneShot
播放整个声音并允许并发声音,而Play
中断当前声音并开始新声音(取决于您的需要)。