스트리밍은 대부분의 브라우저와
Developer 앱에서 사용할 수 있습니다.
-
RealityKit 오디오로 공간 컴퓨팅 앱 향상하기
RealityKit 오디오로 공간 컴퓨팅 경험을 향상해 보세요. 공간 음향을 활용하여 생생하고 몰입감 넘치는 3D 경험을 만드는 방법을 소개합니다. 주변 오디오 및 잔향부터 3D 콘텐츠에 개성을 더하는 실시간 절차적 오디오(Procedural Audio)까지, 다양한 RealityKit 오디오 API를 활용하여 더욱 매력적인 앱을 만들어 보세요.
챕터
- 0:00 - Introduction
- 2:01 - Spatial audio
- 11:43 - Collisions
- 16:57 - Reverb presets
- 18:24 - Immersive music
- 20:41 - Mix groups
리소스
관련 비디오
WWDC24
-
다운로드Array
-
-
3:11 - Play vapor trail audio
// Vapor trail audio import RealityKit func playVaporTrailAudio(from engine: Entity) async throws { let resource = try await AudioFileResource(named: "VaporTrail") engine.playAudio(resource) }
-
4:02 - Make vapor trail audio playback more dynamic
// Vapor trail audio import RealityKit func playVaporTrailAudio(from engine: Entity) async throws { let resource = try await AudioFileResource( named: "VaporTrail", configuration: AudioFileResource.Configuration( shouldLoop: true, shouldRandomizeStartTime: true ) ) let controller: AudioPlaybackController = engine.playAudio(resource) controller.gain = -.infinity controller.fade(to: .zero, duration: 1) let audioSource = Entity() audioSource.orientation = .init(angle: .pi, axis: [0, 1, 0]) audioSource.components.set( SpatialAudioComponent(directivity: .beam(focus: 0.25)) ) engine.addChild(audioSource) let controller = audioSource.playAudio(resource) }
-
7:10 - Exhaust audio
// Exhaust audio import RealityKit func updateAudio(for exhaust: Entity, throttle: Float) { let gain = decibels(amplitude: throttle) exhaust.components[SpatialAudioComponent.self]?.gain = Audio.Decibel(gain) } func decibels(amplitude: Float) -> Float { 20 * log10(amplitude) }
-
8:17 - Turbine audio
// Turbine audio import RealityKit var turbineController: AudioGeneratorController? func playTurbineAudio(from engine: Entity) { let audioUnit = try await AudioUnitTurbine.instantiate() let configuration = AudioGeneratorConfiguration(layoutTag: kAudioChannelLayoutTag_Mono) let format = AVAudioFormat( standardFormatWithSampleRate: Double(AudioGeneratorConfiguration.sampleRate), channelLayout: .init(layoutTag: configuration.layoutTag)! ) try audioUnit.outputBusses[0].setFormat(format) try audioUnit.allocateRenderResources() let renderBlock = audioUnit.internalRenderBlock turbineController = try engine.playAudio(configuration: configuration) { isSilence, timestamp, frameCount, outputData in var renderFlags = AudioUnitRenderActionFlags() return renderBlock(&renderFlags, timestamp, frameCount, 0, outputData, nil, nil) } }
-
11:28 - Setting distance attenuation and gain
import RealityKit func configureDistanceAttenuation(for spaceshipHifi: Entity) { spaceshipHifi.components.set( SpatialAudioComponent( gain: -18, distanceAttenuation: .rolloff(factor: 4) ) ) }
-
12:36 - Loudness variation
// Loudness variation import RealityKit func handleCollisionBegan(_ collision: CollisionEvents.Began) { let resource: AudioFileGroupResource // … let controller = collision.entityA.playAudio(resource) controller.gain = relativeLoudness(for: collision) }
-
14:44 - Defining audio materials
// Audio materials import RealityKit enum AudioMaterial { case none case plastic case rock case metal case drywall case wood case glass case concrete case fabric } struct AudioMaterialComponent: Component { var material: AudioMaterial }
-
14:53 - Setting audio materials
// Setting Audio Materials asteroid.components.set( AudioMaterialComponent(material: .rock) ) spaceship.components.set( AudioMaterialComponent(material: .plastic) )
-
15:04 - Handling collision audio
// Audio materials import RealityKit func handleCollisionBegan(_ collision: CollisionEvents.Began) { guard let audioMaterials = audioMaterials(for: collision), let resource: AudioFileGroupResource = collisionAudio[audioMaterials] else { return } let controller = collision.entityA.playAudio(resource) controller.gain = relativeLoudness(for: collision) }
-
17:18 - Reverb presets
// Reverb presets import Studio func prepareStudioEnvironment() async throws { let studio = try await Entity(named: "Studio", in: studioBundle) studio.components.set( ReverbComponent(reverb: .preset(.veryLargeRoom)) ) rootEntity.addChild(studio) }
-
20:05 - Immersive music
// Immersive music import RealityKit func playJoyRideMusic(from entity: Entity) async throws { let resource = try await AudioFileResource( named: “JoyRideMusic”, configuration: .init( loadingStrategy: .stream, shouldLoop: true ) ) entity.components.set(AmbientAudioComponent()) entity.playAudio(resource) }
-
21:57 - Using AudioMixGroup with a RealityKit entity
// Audio mix groups import RealityKit let resource = try await AudioFileResource( named: “JoyRideMusic”, configuration: .init( loadingStrategy: .stream, shouldLoop: true, mixGroupName: “Music” ) ) var audioMixerEntity = Entity() func updateMixGroup(named mixGroupName: String, to level: Audio.Decibel) { var mixGroup = AudioMixGroup(name: mixGroupName) mixGroup.gain = level let component = AudioMixGroupsComponent(mixGroups: [mixGroup]) audioMixerEntity.components.set(component) }
-
-
찾고 계신 콘텐츠가 있나요? 위에 주제를 입력하고 원하는 내용을 바로 검색해 보세요.
쿼리를 제출하는 중에 오류가 발생했습니다. 인터넷 연결을 확인하고 다시 시도해 주세요.