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Unity - Scripting API: AudioClip

    https://docs.unity3d.com/ScriptReference/AudioClip.html
    Preloads audio data of the clip when the clip asset is loaded. When this flag is off, scripts have to call AudioClip.LoadAudioData () to load the data before the clip can be played. Properties like length, channels and format are available before the audio data has been loaded. The length of the audio clip in samples.

How to play an Audio clip in Unity - VionixStudio

    https://vionixstudio.com/2021/10/28/how-to-play-an-audio-clip-in-unity/
    How to play an Audio clip at point. Create a new script called play_at_point. Copy and paste the below code to the script. Add the script to any gameobject in scene. Assign audio clip to the script in the inspector window. Assign the position to at which the clip has to be played. Play the game and the audio clip will play at the assigned point.

Unity - Scripting API: AudioSource.clip

    https://docs.unity3d.com/ScriptReference/AudioSource-clip.html
    The default AudioClip to play. AudioSource clip determines the audio clip that will be played next. Assigning clip with a new audio clip does not instantly change the clip that is being played. In the example below clip is assigned as the next AudioClip before it is played. using UnityEngine; using System.Collections;

How to play audio in Unity (with examples ... - Game Dev ...

    https://gamedevbeginner.com/how-to-play-audio-in-unity-with-examples/
    There are several different methods for playing audio in Unity, including: audioSource.Play to start a single clip from a script. audioSource.PlayOneShot to play overlapping, repeating and non-looping sounds. AudioSource.PlayClipAtPoint to play a clip at a 3D position, without an Audio Source.

unity3d - How to play audioclips in unity from script ...

    https://stackoverflow.com/questions/51316591/how-to-play-audioclips-in-unity-from-script
    2. Attach a AudioSource component to your GameObject. In Sing: yourAudioSource.clip = (AudioClip)range [Random.Range (0, range.Count)]; yourAudioSource.Play () You might also consider changing ArrayList range to List<AudioClip> range or similar to avoid the cast. Share. Improve this answer. edited Aug 10 '18 at 20:19.

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