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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 ...

AudioClip stuttering while loop is OFF and not using ...

    https://answers.unity.com/questions/1197080/audioclip-stuttering-while-loop-is-off-and-not-usi.html
    AudioClip stuttering while loop is OFF and not using function Update? Hi. I have a problem. I'm making a game where there are pixel art 'BOMBS' as enemies. My player dies when he hit the bomb, and exploding animation plays, and an AudioClip should play once. However, the AudioClips starts repeating itself an infinite amount of times, resulting ...

Unity - Scripting API: AudioClip

    https://docs.unity3d.com/ScriptReference/AudioClip.html
    Returns the current load state of the audio data associated with an AudioClip. loadType: The load type of the clip (read-only). preloadAudioData: 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.

Microphone with AudioClip.GetData looping issue. - Unity Forum

    https://forum.unity.com/threads/microphone-with-audioclip-getdata-looping-issue.426134/
    So now to the problem. I am filling a minimal size Audioclip with Microphone data. I think this is a 1 second buffer if i recall correctly. Every frame i do the following: Microphone.GetPosition (micName); I then work out my own buffer size for that frame by doing: mySmallBufferSize = micPosition - lastMicPosition;

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