《UnityAPI.AudioClip音频剪辑》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+AudioClip+loadInBackground+立钻哥哥++OK++)

《UnityAPI.AudioClip音频剪辑》

版本

作者

参与者

完成日期

备注

UnityAPI_AudioClip_V01_1.0

严立钻

 

2020.05.30

 

 

 

 

 

 

#《UnityAPI.AudioClip音频剪辑》发布说明:

++++“UnityAPI.AudioClip音频剪辑是对UnityAPIAudioClip音频剪辑类的剖析和拓展

立钻哥哥:Unity是一个入门快、提高难的游戏引擎,想要提升能力,至少需要越过3道坎:API+Shader+综合能力

++1、API的积累:API的合理利用不仅可以减轻自己的编码负担,而且往往可以提高程序的运行效率;这也是钻哥开始“Unity API”独立打造分类的初衷

++2、Shader编程:想要做出一款精品游戏往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系统,优化了繁杂的“Open GL”编程

++3、综合能力(技术+业务+管理):一款产品的制作除了功能编程外,往往会涉及很多其他领域,例如产品架构、UI交互设计、模型制作等,作为主要的编程人员,对其他相关领域的了解程序往往会影响到产品制作直至最后的产品体验

++++立钻哥哥一直在推动【VR云游戏=Unity+SteamVR+云技术+5G+AI,这个只是一个引子,抛砖引玉让大家对整个知识体系有一个明确的落地方向,宝宝们可以根据自己的兴趣方向进行拓展:比如Unity这里是指一种“3D游戏引擎”,也可拓展至“UE4Cocos2dx”等游戏引擎;SteamVR是一种跨硬件解决方案,也可拓展至“VRTK”等第三方插件;“云技术+5G”是一种跨平台解决方案的核心技术,同样可拓展至其他平台解决方案;AI也是一种先进技术的举例,也可以拓展至任何一种前沿技术

 

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

$$$$博客溯源:

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

 

 

#AudioClip音频剪辑

#AudioClip音频剪辑

#AudioClip音频剪辑

++A1、Description描述

++B2、Variables变量

++C3、Public Function共有函数

++D4、Message消息

#A1、Description描述

#A1、Description描述

++A1、Description描述

++++立钻哥哥:AudioClip(音频剪辑)是用于音频数据的一个容器

++++[namespace]:UnityEngine

++++[Inherits from]:Object

++++一个音频剪辑储存压缩的ogg vorbis或未压缩的音频文件;AudioClips被引用和被用于AudioSources播放声音;

++++[Object]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

++++[AudioSource]:https://blog.csdn.net/VRunSoftYanlz/article/details/106462679

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入门]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目录]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application应用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object对象]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

++++[GameObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106223815

++++[MonoBehaviour]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533256

++++[Component组件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[Camera摄像机]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040

++++[Material材质]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++[Physics物理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106268062

++++[RaycastHit]:https://blog.csdn.net/VRunSoftYanlz/article/details/106292370

++++[ParticleSystem]:https://blog.csdn.net/VRunSoftYanlz/article/details/106341995

++++[WWW万维网]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412890

++++[LineRenerer]:https://blog.csdn.net/VRunSoftYanlz/article/details/106306388

++++[WheelCollider]:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++[MovieTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/106434063

 

 

 

 

 

#B2、Variables变量

#B2、Variables变量

++B2、Variables变量

++++B2.1、channels

++++B2.2、frequency

++++B2.3、length

++++B2.4、loadInBackground

++++B2.5、loadState

++++B2.6、loadType

++++B2.7、preloadAudioData

++++B2.8、samples

++++B2.9、YanlzXREngine.AudioClip.Variables

++B2.1、channels

++B2.1、channels

++B2.1、channels

++++立钻哥哥:声道数

public int channels;

++++该音频剪辑的声道数

The number of channels in the audio clip.(Read Only)

++B2.2、frequency

++B2.2、frequency

++B2.2、frequency

++++立钻哥哥:频率

public int frequency;

++++音频剪辑的采样频率,单位赫兹;(只读

 

 

 

 

 

++B2.3、length

++B2.3、length

++B2.3、length

++++立钻哥哥:长度

public float length;

++++该音频剪辑的长度,单位秒(只读

 

 

 

 

 

++B2.4、loadInBackground

++B2.4、loadInBackground

++B2.4、loadInBackground

++++立钻哥哥:是否在后台加载

public bool loadInBackground;

++++对应检视面板的[Load In Background]标识,当此标识设置为true,加载会延迟,而不会阻塞主线程

++B2.5、loadState

++B2.5、loadState

++B2.5、loadState

++++立钻哥哥:加载状态

public AudioDataLoadState loadState;

++++返回当前与音频相关的音频数据加载状态

++B2.6、loadType

++B2.6、loadType

++B2.6、loadType

++++立钻哥哥:加载类型

public AudioClipLoadType loadType;

++++该剪辑的加载类型(只读

++++该加载类型,可以在音频剪辑的检视面板中设置,控制剪辑如何被加载

 

 

 

 

 

++B2.7、preloadAudioData

++B2.7、preloadAudioData

++B2.7、preloadAudioData

++++立钻哥哥:预加载音频数据

public bool preloadAudioData;

++++当该剪辑资源被加载,预加载该剪辑的音频数据;当该标识为false,在剪辑播放之前,脚本必须调用AudioClip.LoadAudioData()来加载数据;属性像lengthchannels以及在音频数据已经被加载之前可用的格式

++B2.8、samples

++B2.8、samples

++B2.8、samples

++++立钻哥哥:采样

public int samples;

++++采样的音频数据长度(只读)

 

 

 

 

 

 

 

#C3、Public Functions公有变量

#C3、Public Functions公有变量

++C3、Public Functions公有变量

++++C3.1、GetData

++++C3.2、LoadAudioData

++++C3.3、SetData

++++C3.4、UnloadAudioData

++++C3.5、YanlzXREngine.AudioClip.PublicFunctions

++C3.1、GetData

++C3.1、GetData

++C3.1、GetData

++++立钻哥哥:获取数据

public bool GetData(float[] data, int offsetSamples);

++++该剪辑的采样数据

++++采样的浮点数范围是-1.0~1.0,采样数由浮点数数组的长度确定;使用offsetSamples从剪辑的随机位置开始读;如果从偏移值读取的长度比剪辑长,读取将环绕从剪辑开始读取剩余采样

++++注意:压缩的音频文件,当加载类型在音频导入器设置为加载时解压缩时,采样数据只能被读取;如果这不是这种情况,那么数组将返回所有采样值为零

++++[AudioSource]:https://blog.csdn.net/VRunSoftYanlz/article/details/106462679

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzAudioClip : MonoBehaviour{

 

    void Start(){

        AudioSource aud = GetComponent<AudioSource>();

        float[] samples = new float[aud.clip.samples * aud.clip.channels];

        aud.clip.GetData(samples);

 

        int i = 0;

        while(i < samples.Length){

            samples[i] = samples[i] * 0.5F;

            ++i;

        }    //立钻哥哥:while(){}

 

        aud.clip.SetData(samples, 0);

 

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzAudioClip{}

 

 

 

 

 

++C3.2、LoadAudioData

++C3.2、LoadAudioData

++C3.2、LoadAudioData

++++立钻哥哥:加载音频数据

public bool LoadAudioData();

++++如果加载成功返回true

++++加载一个剪辑的音频数据;剪辑设置“Proload Audio Data”将会自动加载音频数据

++C3.3、SetData

++C3.3、SetData

++C3.3、SetData

++++立钻哥哥:设置数据

public bool SetData(float[] data, int offsetSamples);

++++设置剪辑的采样数据

++++采样的浮点数范围是-1.0~1.0(超过这个限制会引发瑕疵或未知的行为),采样数由浮点数数组的长度确定;使用offsetSamples从剪辑的随机位置开始读;如果从偏移值读取的长度比剪辑长,读取将环绕从剪辑开始读取剩余采样

++++注意:压缩的音频,当加载类型在音频导入器设置为加载时解压缩时,采样数据只能被读取

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzAudioClip : MonoBehaviour{

 

    void Start(){

        AudioSource aud = GetComponent<AudioSource>();

        float[] samples = new float[aud.clip.samples * aud.clip.channels];

        aud.clip.GetData(samples, 0);

 

        int i = 0;

        while(i < samples.Length){

            samples[i] = samples[i] * 0.5F;

            ++i;

        }    //立钻哥哥:while(){}

 

        aud.clip.SetData(samples, 0);

 

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzAudioClip{}

 

 

 

 

 

++C3.4、UnloadAudioData

++C3.4、UnloadAudioData

++C3.4、UnloadAudioData

++++立钻哥哥:卸载音频剪辑

public bool UnloadAudioData();

++++[返回值]:如果卸载失败,返回false

++++卸载有关该剪辑的音频数据;这仅适用基于实际声音文件资源的音频剪辑

 

 

 

 

 

 

 

#D4、Delegate委托

#D4、Delegate委托

++D4、Delegate委托

++++D4.1、PCMReaderCallback

++++D4.2、PCMSetPositionCallback

++++D4.3、YanlzXREngine.AudioClip.Delegate

++D4.1、PCMReaderCallback

++D4.1、PCMReaderCallback

++D4.1、PCMReaderCallback

++++立钻哥哥:读取器回调

public delegate void PCMReaderCallback(float[] data);

++++[data]:该剪辑包含数据读取的浮点数组

++++委托每次音频剪辑调用读取数据

 

 

 

 

 

++D4.2、PCMSetPositionCallback

++D4.2、PCMSetPositionCallback

++D4.2、PCMSetPositionCallback

++++立钻哥哥:设置位置回调

public delegate void PCMSetPositionCallback(int position);

++++[position]:在音频剪辑的新位置

++++委托每次音频剪辑调用改变的读取位置

 

 

 

 

 

 

 

#E5、立钻哥哥对AudioClip类的拓展

#E5、立钻哥哥对AudioClip类的拓展

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++[Unity快速入门]:https://blog.csdn.net/VRunSoftYanlz/article/details/105776475

++++[UnityAPI目录]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533906

++++[Application应用]:https://blog.csdn.net/VRunSoftYanlz/article/details/106086327

++++[Object对象]:https://blog.csdn.net/VRunSoftYanlz/article/details/106202194

++++[GameObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106223815

++++[MonoBehaviour]:https://blog.csdn.net/VRunSoftYanlz/article/details/106533256

++++[Component组件]:https://blog.csdn.net/VRunSoftYanlz/article/details/106367004

++++[Camera摄像机]:https://blog.csdn.net/VRunSoftYanlz/article/details/106148837

++++[Shader着色器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106321040

++++[Material材质]:https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++[Physics物理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106268062

++++[RaycastHit]:https://blog.csdn.net/VRunSoftYanlz/article/details/106292370

++++[ParticleSystem]:https://blog.csdn.net/VRunSoftYanlz/article/details/106341995

++++[WWW万维网]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412890

++++[LineRenerer]:https://blog.csdn.net/VRunSoftYanlz/article/details/106306388

++++[WheelCollider]:https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++[MovieTexture]:https://blog.csdn.net/VRunSoftYanlz/article/details/106434063

++++[Matrix4x4矩阵]:https://blog.csdn.net/VRunSoftYanlz/article/details/106504027

++++[Renerer渲染器]:https://blog.csdn.net/VRunSoftYanlz/article/details/106481994

++++[AudioSource]:https://blog.csdn.net/VRunSoftYanlz/article/details/106462679

++++[AudioClip]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448955

++++[Texture纹理]:https://blog.csdn.net/VRunSoftYanlz/article/details/106448589

++++[AssetBundle]:https://blog.csdn.net/VRunSoftYanlz/article/details/106412190

++++[ScriptableObject]:https://blog.csdn.net/VRunSoftYanlz/article/details/106392769

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

【XR游戏开发QQ群:784477094

++立钻哥哥推荐的拓展学习链接(Link_Url)

立钻哥哥推荐的拓展学习链接(Link_Url)

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz/

++++虚拟现实VR资讯: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846

++++HTC_VIVE开发基础https://blog.csdn.net/VRunSoftYanlz/article/details/81989970

++++Oculus杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82469850

++++Oculus安装使用https://blog.csdn.net/VRunSoftYanlz/article/details/82718982

++++Unity+SteamVR=>VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88809370

++++Unity减少VR晕眩症https://blog.csdn.net/VRunSoftYanlz/article/details/89115518

++++SteamVR简介https://blog.csdn.net/VRunSoftYanlz/article/details/86484254

++++SteamVR脚本功能分析https://blog.csdn.net/VRunSoftYanlz/article/details/86531480

++++SteamVR2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/86618187

++++SteamVR2.2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/88784527

++++SteamVR2.2.0快速入门https://blog.csdn.net/VRunSoftYanlz/article/details/88833579

++++SteamVR2.2.0交互系统https://blog.csdn.net/VRunSoftYanlz/article/details/89199778

++++SteamVR2.2.0传送机制https://blog.csdn.net/VRunSoftYanlz/article/details/89390866

++++SteamVR2.2.0教程(一)https://blog.csdn.net/VRunSoftYanlz/article/details/89324067

++++SteamVR2.2.0教程(二)https://blog.csdn.net/VRunSoftYanlz/article/details/89894097

++++SteamVR_Skeleton_Poserhttps://blog.csdn.net/VRunSoftYanlz/article/details/89931725

++++SteamVR实战之PMCorehttps://blog.csdn.net/VRunSoftYanlz/article/details/89463658

++++SteamVR/Extrashttps://blog.csdn.net/VRunSoftYanlz/article/details/86584108

++++SteamVR/Inputhttps://blog.csdn.net/VRunSoftYanlz/article/details/86601950

++++OpenXR简介https://blog.csdn.net/VRunSoftYanlz/article/details/85726365

++++VRTK杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82562993

++++VRTK快速入门(杂谈)https://blog.csdn.net/VRunSoftYanlz/article/details/82955267

++++VRTK官方示例(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82955410

++++VRTK代码结构(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82780085

++++VRTK(SceneResources)https://blog.csdn.net/VRunSoftYanlz/article/details/82795400

++++VRTK_ControllerEventshttps://blog.csdn.net/VRunSoftYanlz/article/details/83099512

++++VRTK_InteractTouchhttps://blog.csdn.net/VRunSoftYanlz/article/details/83120220

++++虚拟现实行业应用https://blog.csdn.net/VRunSoftYanlz/article/details/88360157

++++Steam平台上的VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88960085

++++Steam平台热销VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/89007741

++++VR实验:以太网帧的构成https://blog.csdn.net/VRunSoftYanlz/article/details/82598140

++++实验四:存储器扩展实验https://blog.csdn.net/VRunSoftYanlz/article/details/87834434

++++FrameVR示例V0913https://blog.csdn.net/VRunSoftYanlz/article/details/82808498

++++FrameVR示例V1003https://blog.csdn.net/VRunSoftYanlz/article/details/83066516

++++SwitchMachineV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++PlaySceneManagerV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++Unity5.x用户手册https://blog.csdn.net/VRunSoftYanlz/article/details/81712741

++++Unity面试题ABChttps://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++Unity面试题Dhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630838

++++Unity面试题Ehttps://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity面试题Fhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630945

++++Cocos2dx面试题https://blog.csdn.net/VRunSoftYanlz/article/details/78630967

++++禅道[zentao]https://blog.csdn.net/VRunSoftYanlz/article/details/83964057

++++Lua快速入门篇(Xlua拓展):https://blog.csdn.net/VRunSoftYanlz/article/details/81173818

++++Lua快速入门篇(XLua教程):https://blog.csdn.net/VRunSoftYanlz/article/details/81141502

++++Lua快速入门篇(基础概述)https://blog.csdn.net/VRunSoftYanlz/article/details/81041359

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++++游戏框架(初探篇)https://blog.csdn.net/VRunSoftYanlz/article/details/80630325

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++++从零开始学架构https://blog.csdn.net/VRunSoftYanlz/article/details/88095895

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++++U3D_Shader编程(第一篇:快速入门篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372071

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++++Unity资源加密https://blog.csdn.net/VRunSoftYanlz/article/details/87644514

++++PhotonServer简介https://blog.csdn.net/VRunSoftYanlz/article/details/86652770

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++++C#数据类型https://blog.csdn.net/vrunsoftyanlz/article/details/78630913

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++++游戏相关缩写https://blog.csdn.net/vrunsoftyanlz/article/details/78630687

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++++UnityAPI.AndroidJNI安卓JNIhttps://blog.csdn.net/VRunSoftYanlz/article/details/81879345

++++UnityAPI.Transform变换https://blog.csdn.net/VRunSoftYanlz/article/details/81916293

++++UnityAPI.WheelCollider轮碰撞器https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++UnityAPI.Resources资源https://blog.csdn.net/VRunSoftYanlz/article/details/83155518

++++JSON数据结构https://blog.csdn.net/VRunSoftYanlz/article/details/82026644

++++CocosStudio快速入门https://blog.csdn.net/VRunSoftYanlz/article/details/82356839

++++Unity企业内训(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82634668

++++Unity企业内训(第1讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82634733

++++Unity企业内训(第2讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82861180

++++Unity企业内训(第3讲)https://blog.csdn.net/VRunSoftYanlz/article/details/82927699

++++Unity企业内训(第4讲)https://blog.csdn.net/VRunSoftYanlz/article/details/83479776

++++Unity企业内训(第5讲)https://blog.csdn.net/VRunSoftYanlz/article/details/83963811

++++Unity企业内训(第6讲)https://blog.csdn.net/VRunSoftYanlz/article/details/84207696

++++钻哥带您了解产品原型https://blog.csdn.net/VRunSoftYanlz/article/details/87303828

++++插件<Obi Rope>https://blog.csdn.net/VRunSoftYanlz/article/details/83963905

++++计算机组成原理(教材篇)https://blog.csdn.net/VRunSoftYanlz/article/details/82719129

++++5G接入:云计算和雾计算https://blog.csdn.net/VRunSoftYanlz/article/details/88372718

++++云计算通俗讲义https://blog.csdn.net/VRunSoftYanlz/article/details/88652803

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz

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