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GML-声音&序列&着色器完毕
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LiarOnce committed Jul 14, 2023
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5 changes: 5 additions & 0 deletions language/zh/global.json
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"Bit rate is measured in Kilobits-per-sec(kbps or k) and is the number of bits encoded per second or the number of bits transmitted or received per second. The higher the bit rate and sampling rate, the higher the audio quality but the more processing power and bandwidth it needs. Lower bit rates create a smaller file size and use less processing and bandwidth, but with a drop in audio quality. For good quality music usually a bit rate of 64–128kbps (96kbps+ recommended) is preferred.":"比特率以每秒千位数(kbps或k)为单位,是每秒编码的位数或每秒发送或接收的位数。比特率和采样率越高,音频质量越高,但所需的处理能力和带宽也就越高。较低的比特率可创建较小的文件大小,并使用较少的处理和带宽,但会降低音频质量。为了获得高质量的音乐,通常首选64–128kbps(建议96kbps +)的比特率。",
"Bitwise Operators":"位运算和二进制",
"Blend factor (Red, Green, Blue, Alpha)":"混合因子(红色、绿色、蓝色、透明度)",
"Blue Lowest Bit":"蓝色最低位",
"Bones":"骨骼",
"Bookmarks":"书签",
"Bool":"布尔值(Bool)",
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"Constant":"常量",
"Constants":"常量",
"Content":"内容",
"Corner ID":"角ID",
"Create Event":"创建事件",
"Create a Multiplayer Game":"创建一个多人游戏",
"Creating A Marketplace Asset":"创建市场资源",
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"Player Preferences":"玩家首选项",
"Plugin Preferences":"插件首选项",
"Pointer":"指针(Pointer)",
"Position":"位置",
"Power Saving":"节能",
"Preferences & Features":"偏好及功能",
"Prefix":"前缀",
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"Read Only":"只读",
"Real":"实数(Real)",
"Recent Windows":"最近窗口",
"Red Lowest Bit":"红色最低位",
"Redefine Keys Preferences":"重定义快捷键首选项",
"Reference":"参考文献",
"Release Notes":"发行说明",
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"Sequences":"序列",
"Sequences Preferences":"序列首选项",
"Setting Up The Git Plugin":"设置 Git 插件",
"Shader Corner ID":"着色器角ID",
"Shader Language":"着色器语言",
"Shader Uniforms":"着色器 Uniforms 常量",
"Shaders":"着色器",
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"This first creates a new audio effect of type {}{}AudioEffectType.Reverb1{}{}. Its parameters are then set by directly setting the members of the returned {}AudioEffect Struct{}.":"此操作首先创建新的音频效果类型{}{}AudioEffectType.Reverb1{}{}。 然后,通过直接设置返回的{}AudioEffect Struct{}的成员来设置其参数。",
"This means that you can apply a delay effect to all sounds that are played on an emitter, and a reverb effect on the main audio bus. Audio that is played on the emitter is processed by the audio bus assigned to it so it will be heard with the delay effect from the emitter bus {}and {}the reverb effect from the main bus. Audio that is played directly on the main bus will {}only{} have the reverb effect applied.":"这意味着您可以将延迟效果应用于在发射器上播放的所有声音,并在主音频总线上应用混响效果。在发射器上播放的音频由分配给它的音频总线处理,因此它将与来自发射器总线的延迟效果和来自主总线的混响效果一起被听到。直接在主总线上播放的音频将{}仅{}应用混响效果。",
"To get the audio bus that an emitter is assigned, use {}{}audio_emitter_get_bus{}{}.":"要获得分配发射器的音频总线,请使用{}{}audio_emitter_get_bus{}{}。",
"To get the audio bus that is assigned to an emitter, use {}{}audio_emitter_get_bus{}{}.":"要获取分配给发射器的音频总线,请使用 {}{}audio_emitter_get_bus{}{}。",
"When targeting {}HTML5{}, audio buses and effects functionality will be limited in the following situations: ":"当以 {}HTML5{} 为目标时,音频总线和特效功能在以下情况下将受到限制:",
"When you make changes to any of the variables of the {}ef_lpf{} struct here, the effect\u0027s parameters will change accordingly on {}bus_1.effects[0]{}, {}bus_1.effects[4]{} and {}bus_2.effects[0]{}.":"当您对此处的 {}ef_lpf{} 结构的任何变量进行更改时,效果的参数将在 {}bus_1.effects[0]{}、{}bus_1.effects[4]{} 和 {}bus_2.effects[0]{} 上相应地更改。",
"You can add effects to an {}audio emitter{} by creating a new audio bus using {}{}audio_bus_create{}{} and assigning it to the emitter using {}{}audio_emitter_bus{}{}: ":"通过使用{}audio_bus_create{}创建新的音频总线并使用{}{}audio_emitter_bus{}{}将其分配给发射器,可以向{}音频发射器{}添加效果:",
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"The index of the emitter to change.":"要更改的发射器的索引。",
"The pitch multiplier (default 1).":"间距乘数(默认值为1)。",
"This function can be used to change the pitch of all sounds emitted from the given emitter. It is a {}pitch multiplier{}, in that the input value multiplies the current pitch by that amount, so the default value of 1 is no pitch change, while a value of less than 1 will lower the pitch and greater than 1 will raise the pitch. It is best to use small increments for this function as any value under 0 or over 5 may not be audible anyway.":"此函数可用于更改给定发射器发出的所有声音的音调。它是一个{}音调乘数{},因为输入值将当前音调乘以该量,因此默认值1表示没有音调变化,而小于1的值将降低音调,大于1的值将提高音调。此函数最好使用小增量,因为任何小于0或大于5的值都可能听不到。",
"{}{}IMPORTANT{}{} As the pitch argument is a {}pitch multiplier{}, the sound instance\u0027s pitch will be multiplied by the sound asset\u0027s pitch and also by the sound emitter\u0027s pitch in case the sound was played on an emitter using {}audio_play_sound_on{}. The final pitch that will be heard is the original pitch of the sound multiplied by the three pitch multipliers: {} {} final_pitch = original sound pitch * sound asset pitch * emitter pitch * sound instance pitch.{} {} By default the three pitch multipliers are equal to 1 so that the final pitch that is heard is equal to the original sound\u0027s pitch. ":"{}{}IMPORTANT{}{}由于音调参数是{}音高乘数{},如果声音在使用{}audio_play_sound_on{}的发射器上播放,则声音实例的音调将乘以声音资源的音调,以及声音发射器的音调。 最后听到的音调是声音的原始音调乘以三个音调乘数:{}{}final_pitch=原始音高*声音资源音调*发射器音高*声音实例音调。{}{}默认情况下,三个音调乘数等于1,以便听到的最终音调等于原始声音的音调。",
"{}{}IMPORTANT{}{} As the pitch argument is a {}pitch multiplier{}, the sound instance\u0027s pitch will be multiplied by the sound asset\u0027s pitch and also by the sound emitter\u0027s pitch in case the sound was played on an emitter using {}audio_play_sound_on{}. The final pitch that will be heard is the original pitch of the sound multiplied by the three pitch multipliers: {} {} final_pitch = original sound pitch * sound asset pitch * emitter pitch * sound instance pitch.{} {} By default the three pitch multipliers are equal to 1 so that the final pitch that is heard is equal to the original sound\u0027s pitch. ":"{}{}重要{}{} 由于音调参数是{}音高乘数{},如果声音在使用{}audio_play_sound_on{}的发射器上播放,则声音实例的音调将乘以声音资源的音调,以及声音发射器的音调。 最后听到的音调是声音的原始音调乘以三个音调乘数:{}{}final_pitch=原始音高*声音资源音调*发射器音高*声音实例音调。{}{}默认情况下,三个音调乘数等于1,以便听到的最终音调等于原始声音的音调。",
"{}{}{}NOTE{}{} {}Sounds already playing on the audio emitter do not have to be restarted in order for the change in pitch to be audible. The change in pitch is {}applied immediately{}.":"{}{}{}注意{}{}{}已经在音频发射器上播放的声音不必重新启动,就可以听到音调的变化。音高的变化{}立即应用{}。"
}
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{
"The above code checks for the \"space\" key and then fades all the audio for \"audiogroup1\" down to 0 over 5 seconds.":"上面的代码检查\"空格\"键,然后在5秒内将\" AudioGroup1 \"的所有音频淡入到0",
"The above code checks for the \"space\" key and then fades all the audio for \"audiogroup1\" down to 0 over 5 seconds.":"上面的代码检查\"空格\"键,然后在 5 秒内将 \"audiogroup1\" 的所有音频淡入到 0",
"The final value for the group volume.":"组卷的最终值。",
"The index of the audio group to set the gain for (as defined in the {}Audio Groups{} window)":"要停止的音频组的索引(在{}音频组{}窗口中定义)",
"The index of the audio group to stop (as defined in the {}Audio Groups Window{})":"要停止的音频组的索引(在{}音频组窗口{}中定义)",
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"The group index to debug, or -1 to switch off the debugging.":"要调试的组索引,或-1关闭调试。",
"When you are debugging the audio sync groups, the overlay will show:":"调试音频同步组时,覆盖将显示:",
"Which sync group is debugging":"正在调试哪个同步组",
"his function can be used to display debug information about any given sync group (the group index is the value returned when the group was created using the function {}{}audio_create_sync_group(){}{}). You can call the function with a value of -1 to switch off the overlay.":"其函数可用于显示关于任何给定同步组的调试信息(组索引是使用函数{}{}audio_create_sync_group(){}{}创建组时返回的值)。 可以调用值为-1的函数以关闭覆盖。",
"This function can be used to display debug information about any given sync group (the group index is the value returned when the group was created using the function {}{}audio_create_sync_group(){}{}). You can call the function with a value of -1 to switch off the overlay.":"其函数可用于显示关于任何给定同步组的调试信息(组索引是使用函数{}{}audio_create_sync_group(){}{}创建组时返回的值)。 可以调用值为-1的函数以关闭覆盖。",
"{}{}NOTE{}{} This functionality is not available for the HTML5 target platform.":"{}{}注意{}{}此函数不适用于HTML5目标平台。"
}
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"Sequence Active Track Struct":"序列活动跟踪结构",
"Sequence Direction Constant":"序列方向常数",
"Sequence Instance Struct":"序列实例结构",
"The ID of the particle system of this track (particle system tracks).":"此轨迹的粒子系统的ID(粒子系统轨迹)。",
"The Sequence Instance Struct":"序列实例结构",
"The X origin of the asset for the track (all assets).":"轨迹资源的X原点(所有资源)。",
"The Y origin of the asset for the track (all assets).":"轨迹资源的Y原点(所有资源)。",
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"This is a clip mask sprite asset track used for generating the clip mask.":"这是一个用于生成剪辑蒙版的剪辑遮罩子资源轨迹。",
"This is a colour data parameter track.":"这是一个颜色数据参数轨道。",
"This is a graphics (sprite) asset track.":"这是一个图形(精灵)资源跟踪。",
"This is a particle system track.":"这是粒子系统轨迹。",
"This is a real number parameter track.":"这是一个实数参数轨迹。",
"This is a sequence asset track.":"这是序列资源跟踪。",
"This is a text track.":"这是一个文本轨道。",
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