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How to play an Audio clip in Unity - VionixStudio

    https://vionixstudio.com/2021/10/28/how-to-play-an-audio-clip-in-unity/
    How to play an audio clip without audio source. Create a new script. Copy and paste the code from play audio clip at point section. Attach the scrip to your gameobject. Set position to (0,0,0). Press play and the audio will play without an audio source. Disadvantages of playing audio clip without an audio source. You cannot control the audio ...

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;

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.

How to play audio in Unity (with examples) - Game Dev …

    https://gamedevbeginner.com/how-to-play-audio-in-unity-with-examples/
    There are several different methods for playing audio in Unity, including: audioSource.Play to start a single clip from a script. audioSource.PlayOneShot to play overlapping, repeating and non-looping sounds. AudioSource.PlayClipAtPoint to play a clip at a 3D position, without an Audio Source.

Unity - Scripting API: AudioSource.Play

    https://docs.unity3d.com/ScriptReference/AudioSource.Play.html
    If AudioSource.clip is set to the same clip that is playing then the clip will sound like it is re-started. 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 …

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 …

Unity - Scripting API: AudioClip.Create

    https://docs.unity3d.com/ScriptReference/AudioClip.Create.html
    Sample frequency of clip. _3D: Audio clip is played back in 3D. stream: True if clip is streamed, that is if the pcmreadercallback generates data on the fly. pcmreadercallback: This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously ...

AudioClip[] Array, initialization & audio sources - Unity ...

    https://forum.unity.com/threads/audioclip-array-initialization-audio-sources.260828/
    public AudioClip [] SClips; // Audio store for all SFX Clips. public AudioClip [] VClips; // Audio Store for all Voice Clips. I also need to then call a function for each of the 3 sources and assign the array clips to one of each so I can keep the sources seperate any ideas and insight into this would be great. I will post the full script below.

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