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Unity - Scripting API: AudioSource.loop

    https://docs.unity3d.com/ScriptReference/AudioSource-loop.html
    Go to Audio > Audio Source ) //Attach an Audio clip in the AudioClip field of the AudioSource //Create a Button ( Create > UI > Button) and a Toggle ( Create > UI > Toggle ). Attach these in the Inspector of your GameObject. //This script allows you to toggle the loop of a sound on or off using UnityEngine; using UnityEngine.UI;

unity3d - How to have game audio loop at a certain point ...

    https://stackoverflow.com/questions/19763532/how-to-have-game-audio-loop-at-a-certain-point
    Here is how I've done it: // Play intro clip and merge into main loop var introTime = stormIntro.length; AudioSource.PlayClipAtPoint ( stormIntro, Vector3.zero, 0.7 ); Invoke ( "StormMusic", introTime ); The way I'm currently trying to do it is get the length of the storm_intro audio clip, play the clip, and then invoke storm_loop to begin ...

Audio Clip looping - Unity Forum

    https://forum.unity.com/threads/audio-clip-looping.388521/
    Audio Clip looping. Discussion in 'Audio & Video' started by fajarkecoak, Feb 27, 2016. fajarkecoak. Joined: May 17, 2015 Posts: 11. hi, i'm trying to make sound effects for right answer of my app. but when i put it on Update and then goto IEnumerator, my …

Audio looping - Unity Forum

    https://forum.unity.com/threads/audio-looping.237216/
    Audio looping. Discussion in 'Scripting' started by Tokamocha, Mar 29, 2014. Tokamocha. Joined: Mar 29, 2014 Posts: 7. I've made two audio clips, one that starts and another that will loop. But I need to transition from the starting one immediately to the looping one once the first one is done so that there is no delay.

Unity - Manual: Audio Clip

    https://docs.unity3d.com/560/Documentation/Manual/class-AudioClip.html
    Audio Clips contain the audio data used by Audio Sources.Unity supports mono, stereo and multichannel audio assets (up to eight channels). The audio file formats that Unity can import are .aif, .wav, .mp3, and .ogg.Unity can also import tracker modules in the .xm, .mod, .it, and .s3m formats. The tracker module assets behave the same way as any other audio assets in Unity …

Unity - Scripting API: AudioSource.loop

    https://docs.unity3d.com/2017.3/Documentation/ScriptReference/AudioSource-loop.html
    Return or set whether the audio clip replays after it finishes or not. Disable looping on a playing AudioSource to stop the sound after the end of the current loop. There is a checkbox in the AudioSource component that allows you to enable or disable looping without code.

Unity - Manual: Audio Source

    https://docs.unity3d.com/2020.2/Documentation/Manual/class-AudioSource.html
    The Clip is the actual sound file that will be played back. The Source is like a controller for starting and stopping playback of that clip, and modifying other audio properties. To create a new Audio Source: Import your audio files into your Unity Project. These are now Audio Clips. Go to GameObject->Create Empty from the menubar. With the new ...

AudioSource.PlayOneShot() is not looping - Unity Answers

    https://answers.unity.com/questions/1123649/audiosourceplayoneshot-is-not-looping.html
    I'm having a problem with an AudioSource. On the inspector the AudioSource is set to loop. But if I use PlayOneShot it doesn't loop at all. To fix that I had to load the clip I want to loop in the inspector. But I don't want to have an object with an AudioSource for each AudioClip I need to loop. Is that a bug, or am I missing something?

r/Unity3D - Is it possible to loop only specific portions ...

    https://www.reddit.com/r/Unity3D/comments/39lx1l/is_it_possible_to_loop_only_specific_portions_of/
    When I do this kind of looping I made sure to have a buffer around the loop sections. Another option is to manually chop up the AudioClip at runtime or in a custom editor. Again, using sample points, you can create new Clips from the source clip with GetData and SetData .

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