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How do I use an Audio Source in a script? – Unity

    https://support.unity.com/hc/en-us/articles/206116056-How-do-I-use-an-Audio-Source-in-a-script-#:~:text=To%20create%20a%20new%20Audio%20Source%3A%201%20Import,5%20Assign%20your%20AudioClip%20to%20the%20Audio%20Source.
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Scripting API: AudioClip.Create - Unity

    https://docs.unity3d.com/ScriptReference/AudioClip.Create.html
    void Start () { AudioClip myClip = AudioClip.Create ("MySinusoid", samplerate * 2, 1, samplerate, true, OnAudioRead, OnAudioSetPosition); AudioSource aud = GetComponent< AudioSource > (); aud.clip = myClip; aud.Play (); }

Scripting API: AudioClip.Create - Unity

    https://docs.unity3d.com/2017.3/Documentation/ScriptReference/AudioClip.Create.html
    Creates a user AudioClip with a name and with the given length in samples, channels and frequency. Set your own audio data with SetData. Use the PCMReaderCallback and PCMSetPositionCallback delegates to get a callback whenever the clip reads data and changes the position. If stream is true, Unity will on demand read in small chunks of data.

Scripting API: AudioClip - Unity

    https://docs.unity3d.com/ScriptReference/AudioClip.html
    Fills an array with sample data from the clip. LoadAudioData: Loads the audio data of a clip. Clips that have "Preload Audio Data" set will load the audio data automatically. SetData: Set sample data in a clip. UnloadAudioData: Unloads the audio data associated with the clip. This works only for AudioClips that are based on actual sound file assets.

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