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Unity - Scripting API: AudioClip.length

    https://docs.unity3d.com/ScriptReference/AudioClip-length.html
    void Start () { //Fetch the AudioSource from the GameObject m_AudioSource = GetComponent< AudioSource > (); //Set the original AudioClip as this clip m_AudioClip = m_AudioSource.clip; //Output the current clip's length Debug.Log ("Audio clip length : " + m_AudioSource.clip.length); } void Update () { //Press this key to switch Audio Clips if ( Input.GetKeyDown ( KeyCode.Space )) …

Can you get the Length of an AudioSource - Unity Forum

    https://forum.unity.com/threads/can-you-get-the-length-of-an-audiosource.97431/
    Nov 6, 2010. Posts: 4,221. No, however you can have up to 128 audio sources playing at the same time. I have not tested if you can have more than one audioSource component on an object, but that would kind of mess up the whole audioSource parameter in MonoBehaviour. You can easily have multiple objects playing though.

Unity - Scripting API: AudioSource.time

    https://docs.unity3d.com/ScriptReference/AudioSource-time.html
    The length of a packet depends on the compression settings and can quite often be 2-3 seconds per packet. See Also: timeSamples variable. using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { AudioSource audioSource; void Start () { audioSource = GetComponent< AudioSource > (); }

Unity - Scripting API: AudioSource

    https://docs.unity3d.com/ScriptReference/AudioSource.html
    The target group to which the AudioSource should route its signal. panStereo: Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo. pitch: The pitch of the audio source. playOnAwake: If set to true, the audio source will automatically start playing on awake. priority: Sets the priority of the ...

c# - How to play Unity AudioSource using updated …

    https://stackoverflow.com/questions/71021591/how-to-play-unity-audiosource-using-updated-audioclip-during-runtime
    Then I want to update the audio clip data using this new samples data and play it using audio source. Below is the snippet function. // Called everytime there is new samples data. // float [] data is extracted from PCM byte array and already normalized to -1 and 1. The length is 1024 protected override void SetAudioData (float [] data) { int ...

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