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Unity - Scripting API: AudioSource.timeSamples
https://docs.unity3d.com/ScriptReference/AudioSource-timeSamples.html
Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation. Close. Your name Your email Suggestion * Submit ... Description. Playback position in PCM samples. Use this to read current playback time or to seek to a new playback time in samples, if you want more precise timing ...
Unity - Scripting API: AudioSource.time
https://docs.unity3d.com/ScriptReference/AudioSource-time.html
Use this to read current playback time or to seek to a new playback time. Be aware that: On a compressed audio track position does not necessary reflect the actual time in the track Compressed audio is represented as a set of so-called packets. The length of a packet depends on the compression settings and can quite often be 2-3 seconds per packet.
Unity - Scripting API: AudioClip.samples
https://docs.unity3d.com/ScriptReference/AudioClip-samples.html
Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation. Close. Your name Your email Suggestion * Submit suggestion. Cancel. Switch to Manual. public int samples; Description. The length of the audio clip in samples. (Read Only) Is something described here not working as ...
How to Queue Audio Clips in Unity (the Ultimate Guide to ...
https://johnleonardfrench.com/ultimate-guide-to-playscheduled-in-unity/
The DSP Time value, which you can access in a script with ‘AudioSettings.dspTime’, is based on the actual number of samples processed by the audio system and returns a double value, which is more accurate than the float values that are used by PlayDelayed, Time.time and WaitForSeconds. This is what makes it so suitable for precision …
Unity 3: get all audio samples - Unity Forum
https://forum.unity.com/threads/unity-3-get-all-audio-samples.57391/
Either parse it from script or from a wav- or hex-editor, create a bitmap and show that. You can get the currently *playing* samples though, with GetOutputData on each source or the main output (AudioListener.GetOutputData). Freq. data is available the same way via GetSpectrumData (). cheers,
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