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AudioSources don't play when setting Time.timescale to 0 ...
https://answers.unity.com/questions/228452/audiosources-dont-play-when-setting-timetimescale.html#:~:text=Time.timeScale%20%3D%201%3B%20audio.PlayClipAtPoint%28sfx.soundTest%2C,Camera.main.transform.position%2C%201.0%29%3B%20Time.timeScale%20%3D%200%3B
Help Wanted How to fix the audio when using Time ... - …
https://forum.unity.com/threads/how-to-fix-the-audio-when-using-time-timescale.1120150/
You should try it in the update function, this is my code, when player's holding the left mouse button, the timescale is set to 0.3f (timeSlow) to make the slow motion and play the slow motion sound effect. Code (CSharp): void Update () {.
audio.play and Time.timeScale=0 - Unity Forum
https://forum.unity.com/threads/audio-play-and-time-timescale-0.188943/
Hi, With unity 3.5, I used to play sound with audio.play when Time.timeScale was set to 0. Now with 4.x, it doesn't seem to work... What should I do to achieve the same result?
Unity - Scripting API: AudioSource.time
https://docs.unity3d.com/ScriptReference/AudioSource-time.html
The length of a packet depends on the compression settings and can quite often be 2-3 seconds per packet. See Also: timeSamples variable. using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { AudioSource audioSource; void Start () { audioSource = GetComponent< AudioSource > (); }
AudioSources don't play when setting Time.timescale to 0 ...
https://answers.unity.com/questions/228452/audiosources-dont-play-when-setting-timetimescale.html
Time.timeScale = 1; audio.PlayClipAtPoint(sfx.soundTest, Camera.main.transform.position, 1.0 ); Time.timeScale = 0; The "One Shot Audio" objects accumulate in the hierarchy while the timeScale is 0, but they all go away once the timescale is 1 for a full frame again.
Unity - Scripting API: Time.timeScale
https://docs.unity3d.com/ScriptReference/Time-timeScale.html
Description. The scale at which time passes. This can be used for slow motion effects or to speed up your application. When timeScale is 1.0, time passes as fast as real time. When timeScale is 0.5 time passes 2x slower than realtime. When timeScale is set to zero your application acts as if paused if all your functions are frame rate independent. Negative values are ignored.
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