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Scripting API: AudioSource.clip - Unity

    https://docs.unity3d.com/ScriptReference/AudioSource-clip.html
    AudioSource clip determines the audio clip that will be played next. Assigning clip with a new audio clip does not instantly change the clip that is being played. In the example below clip is assigned as the next AudioClip before it is played.

Scripting API: AudioSource - Unity

    https://docs.unity3d.com/ScriptReference/AudioSource.html
    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 the camera you want to use. Whether sounds are played in 3D or 2D is determined by AudioImporter settings.

Scripting API: AudioSource.Play - Unity

    https://docs.unity3d.com/ScriptReference/AudioSource.Play.html
    AudioSource will assume any Play call will have a new audio clip to play. Note: The AudioSource.PlayScheduled API will give you more accurate control over when the audio clip is played. using UnityEngine; // The Audio Source component has an AudioClip option. The audio // played in this example comes from AudioClip and is called audioData.

Scripting API: AudioClip.length - Unity

    https://docs.unity3d.com/ScriptReference/AudioClip-length.html
    Description. The length of the audio clip in seconds. (Read Only) //Attach an AudioSource component to a GameObject along with this script. //Click and drag or choose an Audio clip to the AudioClip field in the AudioSource . //Click and drag or choose a different Audio clip for the Audio Clip 2 field in the Inspector window.

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 ...

Changing an Audio Source's Audio Clip - Unity Forum

    https://forum.unity.com/threads/changing-an-audio-sources-audio-clip.40176/
    230. It seems that the command AudioClip; only references the default audio clip (on the inspector panel, under audio sorce, Audio Clip). I want to assign different clips to an array of variables and cycle them through the Audio Source. What I want to get at the end is an audio sorce that cycles through 12 audio clips via scripting.

How to play an Audio clip in Unity - VionixStudio

    https://vionixstudio.com/2021/10/28/how-to-play-an-audio-clip-in-unity/
    Create a new Empty object in hierarchy window by clicking Create>Create Empty. Go to the inspector window and click on Add Component. Search for AudioSource and click Add Drag and drop your audio file to the AudioClip dialog box under AudioSource in the inspector window. Check Play On Awake to play the audio when the scene loads.

playing audioclip with script c# : Unity3D

    https://www.reddit.com/r/Unity3D/comments/2rk7sp/playing_audioclip_with_script_c/
    You need an AudioSource Component to play an AudioClip. Otherwise, you can call the static function AudioSource.PlayClipAtPoint without needing an AudioSource Component to play a sound without one. If you do want to use an AudioSource Component, simply make one, then in your script:

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