将所有 3D 音频内容组织在一处。 更多...
import 语句: | import QtAudioEngine 1.1 |
Since: | Qt 5.0 |
继承: | Item |
Rectangle { color:"white" width: 300 height: 500 AudioEngine { id:audioengine AudioSample { name:"explosion" source: "explosion-02.wav" } Sound { name:"explosion" PlayVariation { sample:"explosion" } } dopplerFactor: 1 speedOfSound: 343.33 // Approximate speed of sound in air at 20 degrees Celsius listener.up:"0,0,1" listener.position:"0,0,0" listener.velocity:"0,0,0" listener.direction:"0,1,0" } MouseArea { anchors.fill: parent onPressed: { audioengine.sounds["explosion"].play(); } } }
AudioEngine
acts as a central library for configuring all 3d audio content in an app, so you should define only one in your app.
It is mostly used as a container to access other types such as AudioCategory , AudioSample and Sound.
另请参阅 AudioCategory , AudioSample , Sound , SoundInstance , AttenuationModelLinear ,和 AttenuationModelInverse .
Container of all AudioCategory 实例。
This property holds a simple scaling for the effect of doppler shift.
listener : QtAudioEngine::AudioListener |
This property holds the listener object. You can change various properties to affect the 3D positioning of sounds.
另请参阅 AudioListener .
This property indicates how many live sound instances there are at the moment.
This property indicates if the audio engine is loading any audio sample at the moment. This may be useful if you specified the preloaded property in AudioSample and would like to show a loading screen to the user before all audio samples are loaded.
/sa finishedLoading , AudioSample::preloaded
Container of all AudioSample 实例。
Container of all Sound instances.
This property holds the reference value of the sound speed (in meters per second) which will be used in doppler shift calculation. The doppler shift calculation is used to emulate the change in frequency in sound that is perceived by an observer when the sound source is travelling towards or away from the observer. The speed of sound depends on the medium the sound is propagating through.
此信号被发射当 loading 已完成。
相应处理程序是
onFinishedLoading
.
此信号被发射当 loading 特性改变。
相应处理程序是
onIsLoadingChanged
.
This signal is emitted when the number of live instances managed by the AudioEngine 改变。
相应处理程序是
onLiveInstanceCountChanged
.
此信号被发射当 AudioEngine is ready to use.
相应处理程序是
onReady
.
添加给定 attenuationModel to the engine. This can be used when the AttenuationModelLinear / AttenuationModelInverse is created dynamically:
import QtAudioEngine 1.1 AudioEngine { id: engine Component.onCompleted: { var attenuationModel = Qt.createQmlObject('import QtAudioEngine 1.1; AttenuationModelLinear {}', engine); attenuationModel.name ="linear" attenuationModel.start = 20 attenuationModel.end = 180 engine.addAttenuationModel(attenuationModel); } }
addAudioCategory ( AudioCategory category ) |
添加给定 category to the engine. This can be used when the AudioCategory is created dynamically:
import QtAudioEngine 1.1 AudioEngine { id: engine Component.onCompleted: { var category = Qt.createQmlObject('import QtAudioEngine 1.1; AudioCategory {}', engine); category.name = "sample"; category.volume = 0.9; engine.addAudioCategory(category); } }
addAudioSample ( AudioSample sample ) |
添加给定 sample to the engine. This can be used when the AudioSample is created dynamically:
import QtAudioEngine 1.1 AudioEngine { id: engine Component.onCompleted: { var sample = Qt.createQmlObject('import QtAudioEngine 1.1; AudioSample {}', engine); sample.name = "example"; sample.source = "example.wav"; engine.addAudioSample(sample); } }
addSound ( Sound sound ) |
添加给定 sound to the engine. This can be used when the Sound is created dynamically:
import QtAudioEngine 1.1 AudioEngine { id: engine Component.onCompleted: { var sound = Qt.createQmlObject('import QtAudioEngine 1.1; Sound {}', engine); sound.name = "example"; engine.addSound(sound); } }