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Unity - Scripting API: AudioSource

    https://docs.unity3d.com/ScriptReference/AudioSource.html#:~:text=Public%20Methods%20%20%20DisableGamepadOutput%20%20%20Disables,a%20cust%20...%20%2014%20more%20rows%20
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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 …

c# - Get AudioSource from other Gameobject - Stack …

    https://stackoverflow.com/questions/31286022/get-audiosource-from-other-gameobject
    Well a general way to get a component would be from the editor, you could write something like this. public Audiosource otherGameObjectAudioS; Then you could assign it manually on the editor dragging the game object i the field of the variable created and Unity will automatically get the audiosource component so you could use it.

Home - Audiosource.net

    https://audiosource.net/
    The new generation of Analog amplifiers built on the long standing AudioSource analog platforms will deliver clean power with the highest emphasis on sound performance and quality. MULTI-ROOM AUDIO. Our amplifiers are designed for working in multi-room audio environments. When adding multiple zones to your home using our amplifiers will allow you to deliver high quality …

Unity - Scripting API: AudioSource.time

    https://docs.unity3d.com/ScriptReference/AudioSource-time.html
    void Start() { audioSource = GetComponent<AudioSource>(); } void Update () { if ( Input.GetKeyDown ( KeyCode.Return )) { audioSource.Stop(); audioSource.Play(); } Debug.Log (audioSource.time); } }

AudioSource & GetComponent problem - Unity Answers

    https://answers.unity.com/questions/752507/audiosource-getcomponent-problem.html
    also, getting the AudioSource component will return that component and not a GameObject that your array requires. better to use an array of AudioSource 's. since you're using C#, a better way to get the AudioSource component is. au_answer_source = targetXAUD [group].GetComponent<AudioSource> ();

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