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Find an AudioClip by its variable name and play it - Unity ...

    https://answers.unity.com/questions/847103/find-an-audioclip-by-its-variable-name-and-play-it.html
    AudioClip myClip = new AudioClip(); myClip = (AudioClip)Resources.Load(myString, typeof(AudioClip)); AudioSource.clip = myClip; AudioSource.Play (); EDIT: I understand why the above code doesn't work - the audio files are not in the project's Resources folder.

How to play an Audio clip in Unity - VionixStudio

    https://vionixstudio.com/2021/10/28/how-to-play-an-audio-clip-in-unity/
    How to play an Audio clip at point. Create a new script called play_at_point. Copy and paste the below code to the script. Add the script to any gameobject in scene. Assign audio clip to the script in the inspector window. Assign the position to at which the clip has to be played. Play the game and the audio clip will play at the assigned point.

How to play audio in Unity (with examples ... - Game Dev ...

    https://gamedevbeginner.com/how-to-play-audio-in-unity-with-examples/
    public class PlayAudio : MonoBehaviour { public AudioClip clip; public float volume=1; void Start () { AudioSource.PlayClipAtPoint (clip, transform.position, volume); } } Note the capital A in ‘AudioSource’, as Play Clip at Point uses the Audio Source class, instead of an instance of an Audio Source.

play audio by filename - Unity Forum

    https://forum.unity.com/threads/play-audio-by-filename.57227/
    AudioClip clip = ( AudioClip) Resources.Load("audio/loop red 5"); audio.PlayOneShot( clip); This assumes that the file is in 'Resources/audio/' and that the game object you are attaching it to has an AudioSource attached to it. Also, this is in C#. I don't know what language you are programming in, but the logic will remain the same.

Unity - Scripting API: AudioSource.clip

    https://docs.unity3d.com/ScriptReference/AudioSource-clip.html
    IEnumerator Start() { AudioSource audio = GetComponent<AudioSource>(); audio.Play(); yield return new WaitForSeconds (audio.clip.length); audio.clip = otherClip; audio.Play(); } }

Unity - Scripting API: AudioClip

    https://docs.unity3d.com/ScriptReference/AudioClip.html
    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. The length of the audio clip in samples.

Unity - Scripting API: AudioSource.Play

    https://docs.unity3d.com/ScriptReference/AudioSource.Play.html
    using UnityEngine; // The Audio Source component has an AudioClip option. The audio // played in this example comes from AudioClip and is called audioData. [ RequireComponent (typeof ( AudioSource ))] public class ExampleScript : MonoBehaviour { AudioSource audioData;

unity - How do I find the name of the current audio clip ...

    https://gamedev.stackexchange.com/questions/158373/how-do-i-find-the-name-of-the-current-audio-clip-being-played
    When I start my game the title scene music plays, and I have my game set up so the audio manager is not destroyed on load. When I enter my credits scene I do not instruct any new music to play, but each time I reload my title scene the title music restarts because a script in the scene tells it do so.

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 ...

Unity - Scripting API: AudioSource.PlayOneShot

    https://docs.unity3d.com/ScriptReference/AudioSource.PlayOneShot.html
    Description. Plays an AudioClip, and scales the AudioSource volume by volumeScale. AudioSource.PlayOneShot does not cancel clips that are already being played by AudioSource.PlayOneShot and AudioSource.Play. For more information on how this method differs from AudioSource.Play, see AudioSource.

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