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c# - How to play Unity AudioSource using updated …

    https://stackoverflow.com/questions/71021591/how-to-play-unity-audiosource-using-updated-audioclip-during-runtime
    Then I want to update the audio clip data using this new samples data and play it using audio source. Below is the snippet function. // Called everytime there is new samples data. // float [] data is extracted from PCM byte array and already normalized to -1 and 1. The length is 1024 protected override void SetAudioData (float [] data) { int ...

Unity - Scripting API: AudioClip

    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 ...

How to play a sound with C# - Unity Forum

    https://forum.unity.com/threads/how-to-play-a-sound-with-c.206152/
    audio.Play(); // Wait for the audio to have finished. yield WaitForSeconds ( audio.clip.length); // Assign the other clip and play it. audio.clip = otherClip; audio.Play(); } so there you have "otherClip" variable which you can fill with audio file because it is AudioClip type. in C# it would be like "public AudioClip otherClip;"

Unity - Scripting API: AudioSource.clip

    https://docs.unity3d.com/ScriptReference/AudioSource-clip.html
    In the example below clip is assigned as the next AudioClip before it is played. using UnityEngine; using System.Collections; [ RequireComponent (typeof ( AudioSource ))] public class ExampleClass : MonoBehaviour { public AudioClip otherClip; IEnumerator Start () { AudioSource audio = GetComponent< AudioSource > ();

Unity - Scripting API: AudioSource.Play

    https://docs.unity3d.com/ScriptReference/AudioSource.Play.html
    Description. Plays the clip. The delay parameter is deprecated, please use the newer AudioSource.PlayDelayed function instead which specifies the delay in seconds. 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 …

Unity - Scripting API: AudioSource.PlayOneShot

    https://docs.unity3d.com/ScriptReference/AudioSource.PlayOneShot.html
    Description. Plays an AudioClip, and scales the AudioSource volume by volumeScale. AudioSource.PlayOneShot does not cancel clips that are already being played by AudioSource.PlayOneShot and AudioSource.Play. For more information on how this method differs from AudioSource.Play, see AudioSource.

How to play a random audio clip from an array in C# ...

    https://answers.unity.com/questions/1161379/how-to-play-a-random-audio-clip-from-an-array-in-c.html
    public AudioClip[] sound; AudioSource audioSource; private void Start() { audioSource = this.GetComponent<AudioSource>(); } public void PlaySound() { int rand = Random.Range(0, sound.Length -1); audioSource.clip = sound[rand]; audioSource.Play(); }

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