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Play audio in reverse - Unity Answers

    https://answers.unity.com/questions/276215/play-audio-in-reverse.html
    When the pitch gets below 0 the sound should play in reverse assuming that there is some clip left to play. If the time of the clip is at 0 then it cant reverse beyond the start. I managed to get around this by doing something like this (not proper code) : audioSource.pitch = …

Playing audio backwards - Unity Forum

    https://forum.unity.com/threads/playing-audio-backwards.95770/
    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. ... Playing audio backwards. Discussion in 'Scripting' started by IainStanford, Jul 7, 2011. ... Sounds with a reverse pitch won't play, unless they are looped, or were already playing before ...

Play audio in reverse (needed to "scratch") - Unity Answers

    https://answers.unity.com/questions/506430/play-audio-in-reverse-needed-to-scratch.html
    AudioClip has Get/SetData that you can use to reverse the audio; first get the data, then invert the array and Set it to a new audioclip. When you need to scratch, you need to calculate the new playing position for the other clip ( clip.length-current Position) and start playing from the other clip at that position.

Playing audio backwards : Unity3D - reddit

    https://www.reddit.com/r/Unity3D/comments/1zq2bg/playing_audio_backwards/
    Use an external sound editor to create a reversed copy of the clip, and play that. Not sure if this is the optimal solution, but something to consider. 1. level 2. ilyabaxter. Op · 7y. yeah thats the easy solution, I was thinking more along the lines of; on key press reverse the song from the current point of the song and on another key press play it normally from the point it was revered to.

Unity - Scripting API: AudioSource.Play

    https://docs.unity3d.com/ScriptReference/AudioSource.Play.html
    Description. Plays the clip. The delay parameter is deprecated, please use the newer AudioSource.PlayDelayed function instead which specifies the delay in seconds. If AudioSource.clip is set to the same clip that is playing then the clip will sound like it is re-started. AudioSource will assume any Play call will have a new audio clip to play. Note: The …

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