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Unity - Scripting API: AudioSource.timeSamples
https://docs.unity3d.com/ScriptReference/AudioSource-timeSamples.html
And thank you for taking the time to help us improve the quality of Unity Documentation. Close. Your name Your email Suggestion * Submit ... Use this to read current playback time or to seek to a new playback time in samples, if you want more precise timing than what time ... audioSource.Play(); } Debug.Log (audioSource.timeSamples ...
Unity - Scripting API: AudioSource.time
https://docs.unity3d.com/ScriptReference/AudioSource-time.html
Description. Playback position in seconds. Use this to read current playback time or to seek to a new playback time. 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. See Also: timeSamples variable.
AudioSource play certain time range? - Unity Answers
https://answers.unity.com/questions/963843/audiosource-play-certain-time-range-1.html
AudioSource.time is get only, so I don't see any other options for setting the offset for which a AudioSource starts at. I know how to wait and stop the sound, I just need to know how to play from an offset of seconds or samples. (C#)
Unity - Scripting API: AudioSource
https://docs.unity3d.com/ScriptReference/AudioSource.html
Description. A representation of audio sources in 3D. An AudioSource is attached to a GameObject for playing back sounds in a 3D environment. In order to play 3D sounds you also need to have a AudioListener . The audio listener is normally attached to …
Audio How many audio samples does AudioSource ... - …
https://forum.unity.com/threads/how-many-audio-samples-does-audiosource-getspectrumdata-analyze-to-create-the-spectrum.518594/
For reference, GetOutputData receives an array with size equal to the number of samples we want, so we can easily get a certain number of seconds based on the value of AudioSettings.outputSampleRate.Likewise, OnAudioFilterRead gives us an array of a certain size, so we can easily know which time period it corresponds to. However, GetSpectrumData docs …
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.
c# - How to get data from 'AudioSource.time' in Unity ...
https://stackoverflow.com/questions/56349438/how-to-get-data-from-audiosource-time-in-unity-script
The AudioSource.Stop function stops the currently set Audio clip from playing. so you shouldn't be using PlayOneShot since this doesn't assign the clip value and isn't stopped but played parallel.It is usually more used for playing soundeffects which may occure at the same time. From AudioSource. You can play a single audio clip using Play, Pause and Stop You can …
AudioSource.Stop, UnityEngine C# (CSharp) Code Examples ...
https://csharp.hotexamples.com/examples/UnityEngine/AudioSource/Stop/php-audiosource-stop-method-examples.html
C# (CSharp) UnityEngine AudioSource.Stop - 30 examples found. These are the top rated real world C# (CSharp) examples of UnityEngine.AudioSource.Stop extracted from open source projects. You can rate examples to help us improve the quality of examples.
Unity - Scripting API: AudioSource.GetSpectrumData
https://docs.unity3d.com/ScriptReference/AudioSource.GetSpectrumData.html
The array given in the samples parameter will be filled with the requested data. Number of values (the length of the samples array provided) must be a power of 2. (ie 128/256/512 etc). Min = 64. Max = 8192. Use window to reduce leakage between frequency bins/bands. Note, the more complex window type, the better the quality, but reduced speed.
Unity - Scripting API: AudioSource.timeSamples
https://docs.unity3d.com/2017.4/Documentation/ScriptReference/AudioSource-timeSamples.html
Use this to read current playback time or to seek to a new playback time in samples, if you want more precise timing than what time variable allows. See Also: time variable. #pragma strict @ RequireComponent ( AudioSource ) var audioSource: AudioSource ; function Start () { audioSource = GetComponent.< AudioSource > (); } function Update ...
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