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Unity - Scripting API: AudioSource
https://docs.unity3d.com/ScriptReference/AudioSource.html
//This script allows you to toggle music to play and stop. //Assign an AudioSource to a GameObject and attach an Audio Clip in the Audio Source. Attach this script to the GameObject. using UnityEngine; public class Example : MonoBehaviour { AudioSource m_MyAudioSource; //Play the music bool m_Play; //Detect when you use the toggle, ensures music isn’t played …
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-
To create a new Audio Source: Import your audio files into your Unity Project. These are now AudioClips. Go to GameObject and click Create Empty from the menu. With the new GameObject selected in the inspector, click Add Component. You can search for Audio Source and select this. An Audio Source will be attached to the GameObject in the inspector.
Unity - Scripting API: AudioClip
https://docs.unity3d.com/ScriptReference/AudioClip.html
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. Properties like length, channels and format are available before the audio data has been loaded. The length of the audio clip in samples.
Unity - Scripting API: AudioSource.Play
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.
Unity - Scripting API: AudioMixer
https://docs.unity3d.com/ScriptReference/Audio.AudioMixer.html
Sets the value of the exposed parameter specified. When a parameter is exposed, it is not controlled by mixer snapshots and can therefore only be changed via this function. TransitionToSnapshots. Transitions to a weighted mixture of the snapshots specified. This can be used for games that specify the game state as a continuum between states or ...
How to play audio in Unity (with examples ... - Game Dev ...
https://gamedevbeginner.com/how-to-play-audio-in-unity-with-examples/
Add an Audio Source component on to an object in the Scene, which is where the sound will come from. The Audio Source component has a field for the Audio Clip, which is here you add your sound. Then, in scripting, get a reference to the Audio Source, then you can play it using audioSource.Play(); etc. Apologies if you know all that already.
Audio script - Unity Forum
https://forum.unity.com/threads/audio-script.95392/
// Small script to hold a reference to an audioclip to play when the player hits me. // This script is attached to game object making up your level. // The "Foot" script (which is attached to the player) looks for this script on whatever it touches. // If it finds it, then it will play the sound when the foot comes in contact
How to get a variable from another script in Unity (the ...
https://gamedevbeginner.com/how-to-get-a-variable-from-another-script-in-unity-the-right-way/
Both the script and the audio source are attached to the same game object, which in this case is the player, and connecting the two is as easy as dragging the audio source component to the player audio source field on the script component. Like this: Click and drag the component to the empty field to create the reference.
[Help] how do I reference/access another script in unity ...
https://answers.unity.com/questions/1119537/help-how-do-i-referenceaccess-another-script-in-un.html
If you're referencing a script from a different GameObject, you much reference the GameObject first, then reference the script. //Without reference variable GameObject objectWithScript; objectWithScript.GetComponent<ReferencedScript>(); //With reference variable GameObject objectWithScript; objectWithScript.refScript; Once you have referenced your …
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