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Unity - Scripting API: AudioSource.PlayClipAtPoint

    https://docs.unity3d.com/ScriptReference/AudioSource.PlayClipAtPoint.html
    This function creates an audio source but automatically disposes of it once the clip has finished playing. using UnityEngine; [ RequireComponent (typeof ( AudioSource ))] public class Example : MonoBehaviour { public AudioClip clip; //make sure you assign an actual clip here in the inspector.

AudioSource.PlayClipAtPoint - Unity Answers

    https://answers.unity.com/questions/449489/audiosourceplayclipatpoint.html
    You have to mark the clip itself as 3d or 3d sound. Select the audio clip in the project panel and check the corresponding check box in the inspector. Furthermore AudioSource.PlayClipAtPoint creates its own AudioSource and destroys it automatically when the clip is finished. So you don't need to attach a AudioSource component to your RPG.

Unity - Scripting API: AudioSource.PlayClipAtPoint

    https://docs.unity3d.com/530/Documentation/ScriptReference/AudioSource.PlayClipAtPoint.html
    Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.

AudioSource.PlayClipAtPoint - Unity Forum

    https://forum.unity.com/threads/audiosource-playclipatpoint.339013/
    AudioSource.PlayClipAtPoint. Discussion in 'Scripting' started by BadSeedProductions, Jul 7, 2015. BadSeedProductions. Joined: Dec 26, 2014 Posts: 144. I have a group of gameobjects that are all the same linked prefab, and I want to play a sound when destroyed. At first I just tried audio.play, but it seems that the sound is destroyed as the ...

Diffrence between Audiosource playclipatpoint and ...

    https://answers.unity.com/questions/1219369/diffrence-between-audiosource-playclipatpoint-and.html
    PlayClipAtPoint () is a static method of the AudioSource class you can use to create an AudioSource component at a given position and use it to play a given audioclip (and then immediately destroy the audiosource again). The answer to the question "What will happen?"

Unity - Scripting API: AudioSource

    https://docs.unity3d.com/ScriptReference/AudioSource.html
    You can play a single audio clip using Play, Pause and Stop . You can also adjust its volume while playing using the volume property, or seek using time . Multiple sounds can be played on one AudioSource using PlayOneShot . You can play a clip at a static position in 3D space using PlayClipAtPoint.

raycasting - Unity AudioSource.PlayClipAtPoint ...

    https://gamedev.stackexchange.com/questions/168892/unity-audiosource-playclipatpoint-controlling-attenuation
    Unity AudioSource.PlayClipAtPoint - controlling attenuation. Ask Question Asked 2 years, 10 months ago. Active 1 month ago. Viewed 680 times 0 \$\begingroup\$ New developer here, looking to do some raycasting and controlling audio positioning in 3D space based on the raycasts interactions with other objects. I've got the raycast ...

AudioSource.PlayClipAtPoint volume - Unity Answers

    https://answers.unity.com/questions/790531/audiosourceplayclipatpoint-volume.html
    Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.

Unity Script Reference – AudioSource.PlayClipAtPoint

    https://dev.rbcafe.com/unity/unity-3.4.2/Documentation/ScriptReference/AudioSource.PlayClipAtPoint.html
    static function PlayClipAtPoint (clip : AudioClip, position : Vector3, volume : float = 1.0F) : void Description. Plays the clip at position. Automatically cleans up the audio source after it has finished playing.

AudioSource-PlayClipAtPoint - Unity スクリプトリファレンス

    https://docs.unity3d.com/ja/current/ScriptReference/AudioSource.PlayClipAtPoint.html
    AudioSource.PlayClipAtPoint マニュアルに切り替える public static void PlayClipAtPoint ( AudioClip clip , Vector3 position , float volume = 1.0F);

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