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Get all new audio sources - Unity Forum

    https://forum.unity.com/threads/get-all-new-audio-sources.519265/
    Unity ID. A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community. ... So im working on an audio manager an I want to get all audio sources with a tag "SFX". How ever when a new audio source is added to the scene through instantiate I want to add it to that list.

unity3d - Stop all AudioSources in every scene in Unity ...

    https://stackoverflow.com/questions/54348225/stop-all-audiosources-in-every-scene-in-unity
    AudioListener Unity Docs. Alternatively you can try to mute all AudioSources by setting AudioSource.volume = 0 and un-mute them by setting to = 1. But as @derHugo pointed out this would not be a good idea since it is way more effort/less efficient and in this particular case it would be easier to just mute the AudioListener component completely.

Unity - Scripting API: AudioSource

    https://docs.unity3d.com/ScriptReference/AudioSource.html
    Description. A representation of audio sources in 3D. An AudioSource is attached to a GameObject for playing back sounds in a 3D environment. In order to play 3D sounds you also need to have a AudioListener . The audio listener is normally attached to …

How to Stop all audio - Unity Answers

    https://answers.unity.com/questions/194110/how-to-stop-all-audio.html
    1. Answer by Nerull22 · Dec 11, 2011 at 05:11 PM. Well what you could do, is put all your audio sources into an array. And then when you want to stop all audio, just cycle through the array with a for loop stopping all the audio sources and then start playing the new audio source.

Unity Script: Find all Assets and Prefabs with a given ...

    https://www.zuluonezero.net/2020/02/04/unity-script-find-all-assets-and-prefabs-with-a-given-component-by-type/
    // Find all Prefabs that have an Audio component under my Prefabs folder Debug.Log("Finding all Prefabs that have an Audio Component..."); string[] guids = AssetDatabase.FindAssets("t:Object", new[] { "Assets/Prefabs" }); foreach (string guid in guids) { //Debug.Log(AssetDatabase.GUIDToAssetPath(guid)); string myObjectPath = …

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