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load audio files with Resources.Load and play them - Unity ...

    https://answers.unity.com/questions/309833/load-audio-files-with-resourcesload-and-play-them.html#:~:text=You%20might%20think%20%22I%20don%27t%20want%20all%20that,%3D%20%28AudioClip%29%20Resources.Load%28%22Sounds%2Fcube_release%22%29%3B%20AudioClip%20clip2%20%3D%20Resources.Load%3CAudioClip%3E%20%28%22Sounds%2Fcube_up%22%29%3B
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Unity - Manual: Audio Clip

    https://docs.unity3d.com/Manual/class-AudioClip.html
    Force To Mono When this option is enabled, multi-channel audio will be mixed down to a mono track before packing. Normalize When this option is enabled, audio will be normalizedduring the “Force To Mono” mixing down process. Load In Background When this option is enabled, the loading of the clip will happen at a delayed time on …

Load AudioClip from Assets - Unity Forum

    https://forum.unity.com/threads/load-audioclip-from-assets.288800/
    Note that it needs to be in a folder named "Resources" to load it this way. then if you have an audio source, play it in either of these ways: Code (csharp): audioSource.PlayOneShot( clip); //if you just want to play it once but …

Unity - Scripting API: AudioClip

    https://docs.unity3d.com/ScriptReference/AudioClip.html
    The load type of the clip (read-only). preloadAudioData: 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. samples

c# - How to use Resources.Load with an AudioClip in Unity ...

    https://gamedev.stackexchange.com/questions/123743/how-to-use-resources-load-with-an-audioclip-in-unity
    Here is my C# script: if (Input.GetKeyDown (KeyCode.X)) { audioSource = gameObject.GetComponent<AudioSource> (); Debug.Log ( (audioSource == null) ? "Audio source is null" : "Audio Source is not null"); string path = "Sounds/Aurora/Aurora_IGSSin"; Debug.Log (path); sound = (AudioClip)Resources.Load (path, typeof (AudioClip)) ; Debug.Log ( (sound == …

Load audioclip from folder on computer ... - answers.unity.com

    https://answers.unity.com/questions/1518536/load-audioclip-from-folder-on-computer-into-game-i.html
    async void Start() { // build your absolute path var path = Path.Combine(Application.dataPath, "Audio", "sounds", "myAudioClip.wav"); // wait for the load and set your property CurrentClip = await LoadClip(path); //... do something with it } async Task<AudioClip> LoadClip(string path) { AudioClip clip = null; using (UnityWebRequest uwr = …

load audio files with Resources.Load and play them - Unity ...

    https://answers.unity.com/questions/309833/load-audio-files-with-resourcesload-and-play-them.html
    First, load the audio clips: AudioClip clip1 = (AudioClip) Resources.Load("Sounds/cube_release"); AudioClip clip2 = Resources.Load<AudioClip>("Sounds/cube_up"); AudioClip clip3 = Resources.Load("Sounds/cube_onslot", typeof(AudioClip)) as AudioClip; Note that I'm using slightly different code to load each of the three clips.

Unity - Scripting API: WWW.audioClip

    https://docs.unity3d.com/ScriptReference/WWW-audioClip.html
    The clip will be downloaded completely before it's ready to play. Use the overloaded GetAudioClip (bool threeD, bool stream) to stream the audio, instead of downloading the entire clip. using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public string url; public AudioSource source; IEnumerator Start () { source = GetComponent< AudioSource > …

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