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Unity - Scripting API: AudioSource

    https://docs.unity3d.com/ScriptReference/AudioSource.html
    void Start() { //Fetch the AudioSource from the GameObject m_MyAudioSource = GetComponent<AudioSource>(); //Ensure the toggle is set to true …

How do I use an Audio Source in a script? – Unity

    https://support.unity.com/hc/en-us/articles/206116056-How-do-I-use-an-Audio-Source-in-a-script-
    To create a new Audio Source: Import your audio files into your Unity Project. These are now AudioClips. Go to GameObject and click Create Empty from the menu. With the new GameObject selected in the inspector, click Add Component. You can search for Audio Source and select this. An Audio Source will be attached to the GameObject in the inspector.

Add a script component when adding an AudioSource to ...

    https://forum.unity.com/threads/add-a-script-component-when-adding-an-audiosource-to-gameobject.831073/
    Thanks for your nice answer! I see that I've been "underusing" the unity editor My point is that I'd like my script to be added whenever the AudioSource is added to a GameObject so we don't forget to select a few things in that script. The script needs to be added before runtime because there are a couple things that need to set manually.

create audioSource via script? - Unity Answers

    https://answers.unity.com/questions/340859/create-audiosource-via-script.html
    AudioSource audioSource = gameObject.AddComponent<AudioSource> (); audioSource.clip = Resources.Load(name) as AudioClip; audioSource.Play(); You need to have a clip assigned. In this example, I use Resources.Load (), but you could just use …

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