Version: 2017.3 (switch to 2017.4)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

AudioSource.spatialBlend

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public var spatialBlend: float;
public float spatialBlend;

Description

Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound full 2D, 1.0 makes it full 3D.

Aside from determining if this AudioSource is heard as a 2D or 3D source, this property is useful to morph between the two modes.

3D spatial calculations are applied after stereo panning is determined and can be used in conjunction with panStereo.

Morphing between the 2 modes is useful for sounds that should be progressively heard as normal 2D sounds the closer they are to the listener.

对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答