Audio Clips contain the audio data used by Audio Sources. Unity supports mono, stereo and multichannel audio assets (up to eight channels). The audio file formats that Unity can import are .aif, .wav, .mp3, and .ogg. Unity can also import tracker modules in the .xm, .mod, .it, and .s3m formats. The tracker module assets behave the same way as any other audio assets in Unity although no waveform preview is available in the asset import inspector.
Android
On mobile platforms compressed audio is encoded as MP3 for speedier decompression. Beware that this compression can remove samples at the end of the clip and potentially break a "perfect-looping" clip. Make sure the clip is right on a specific MP3 sample boundary to avoid sample clipping - tools to perform this task are widely available.
Benoit a écrit:BSeed c'est un mégaphone vivant, donc à motivation égale, il marque mieux les esprits (et les oreilles).
Kirbykaze a écrit:I swear if most Sheiks just improved their technical skill (moving fluidly [and with a high degree of control], moving quickly [includes oos], control over their momentum, better spacing, grabbing the edge quicker, being able to reverse needle store for offensive edgeguards with bair, consistent short hops on command [includes on oos stuff]) then a lot of them would start beating people they're currently losing to just because then they'd be way faster, harder to hit, do more damage ON hit, better out of shield, and have better edgeguards.
public class Weapon : AEntity {
private int m_id;
private int m_cost;
private int m_action;
enum e_actions { action_fire = 0, action_fire2, action_reload };
public Weapon() {
m_id = 0;
m_cost = 1;
m_action = action_reload;
}
// atk principale
private virtual void Fire() {}
// atk secondaire
private virtual void FireSecondary() {}
// recharge
private virtual void Reload() {}
// methode système qui délègue automatiquement la bonne action
private void __action() {
switch(m_action) {
// ... blablabla
}
}
}
public class Weapon : AEntity
{
private int m_id;
private int m_cost;
private int m_action;
enum e_actions { action_fire = 0, action_fire2, action_reload };
public Weapon()
{
m_id = 0;
m_cost = 1;
m_action = action_reload;
}
// atk principale
private virtual void Fire() {}
// atk secondaire
private virtual void FireSecondary() {}
// recharge
private virtual void Reload() {}
// methode système qui délègue automatiquement la bonne action
private void __action()
{
switch (m_action)
{
// ... blablabla
}
}
}
// Si condition
if (machin) {
// Alors je retourne -1
return -1;
}
// Pour tous les Object dans TonCul
foreach (Object o in TonCul.AuFond()) {
// On fait machin
o.Poop();
}
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