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c# - Stop Audio Clip/ Audiosource - Stack Overflow

    https://stackoverflow.com/questions/38130612/stop-audio-clip-audiosource
    From reading the docs it says "This function creates an audio source but automatically disposes of it once the clip has finished playing." This means that a new "AudioSource" is created at the 3D space specified to play the requested audio. Meaning that, either you need a reference to the new audio source ( unsure how you would do that ), or ...

Unity - Scripting API: AudioSource.clip

    https://docs.unity3d.com/ScriptReference/AudioSource-clip.html
    The default AudioClip to play. 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. using UnityEngine; using System.Collections;

AudioClip and AudioSource - Unity Forum

    https://forum.unity.com/threads/audioclip-and-audiosource.1307/
    You can then access the audio source object in your script through the audio variable or by calling GetComponent(AudioSource) freyr, Feb 6, 2006 #2. tsphillips. Joined: Jan 9, 2006 Posts: 359. Does this imply that there should be one GameObject for every AudioSource? I have a number of audio clips that I am trying to manage with a controller class.

How to Trigger Audio in Unity – This Code Does This

    https://thiscodedoesthis.com/trigger-audio-unity/
    The sound must be somewhere in the editor’s Assets folder and be referenced as a variable in a script that is attached to a gameobject that handles sound. As stated earlier, AudioSource is the class used to play sounds in Unity. They following are the most commonly used: Play() – This function plays an audio clip.

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