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Audio - How does audiosource.PlayOneShot works? - Unity Forum
https://forum.unity.com/threads/how-does-audiosource-playoneshot-works.875455/#:~:text=It%27s%20not%20the%20case%20that%20Unity%20creates%20multiple,source%20can%20play%20multiple%20clips%20%28i.e.%20multiple%20voices%29.
How do I play multiple Audio Sources from one ... - Unity
https://support.unity.com/hc/en-us/articles/206116386-How-do-I-play-multiple-Audio-Sources-from-one-GameObject-
You can attach several Audio Sources to the same GameObject in the Inspector, and get them to play at the same time by calling PlayOneShot (); in a script. You need the Audio Source attached to your main GameObject and then attach a …
Unity3D, multiple audio sources on one object - Stack …
https://stackoverflow.com/questions/49676812/unity3d-multiple-audio-sources-on-one-object
Drag & Drop both audio sources by following these steps: Select the object holding your script Lock the inspector using the little lock at the top …
How to add multiple Audiosources in Unity 3D | …
https://jayanam.com/unity3d-multiple-audiosources/
So here is a simple and in my opion right way to add multiple AudioSource-components to a Script: Add the Audiosources. Click on the button Add Component for your gameobject and add an Audio Source component: …
Having multiple audio sources in a single object? - Unity ...
https://answers.unity.com/questions/1320031/having-multiple-audio-sources-in-a-single-object.html
Here's the script I'm using: public AudioSource [] sound; public AudioSource sound1; public AudioSource sound2; void Start () { sound = GetComponents<AudioSource> (); sound1 = sound [0]; sound2 = sound [1]; } And to play the sound I use. sound1.Play (); The strange part is that no matter how I set the array values, it keeps playing the sound2 audioclip instead of the sound1 …
How to Have Multiple Audio Sources on One Object - …
https://forum.unity.com/threads/how-to-have-multiple-audio-sources-on-one-object.181968/
There are three audio sources attached to the one game object, and I assign each one to a different AudioSource variable. As far as I can tell, the correct audio source gets assigned to the correct variable, but they all play the same sound. It's the sound that is listed first in the inspector. Code (csharp):
How do I have multiple audio sources on a single object in ...
https://gamedev.stackexchange.com/questions/63818/how-do-i-have-multiple-audio-sources-on-a-single-object-in-unity
The best way I have found to do this is to access them is by using the "GetComponents" method call. Something like this should do: AudioSource [] allMyAudioSources = GetComponents<AudioSource> (); This will return an array of AudioSources, which you can then assign to different variables and access independently without freaking things out.
Multiple audio sources on a gameobject in Unity. Cujo ...
https://www.youtube.com/watch?v=jFjg2iwuF1s
How to add multiple audio sources to a gameobject in Unity and still have full control.A number of people asked me how I prefer to control multiple sources a...
Audio - How does audiosource.PlayOneShot works? - Unity Forum
https://forum.unity.com/threads/how-does-audiosource-playoneshot-works.875455/
It's not the case that Unity creates multiple Audio Sources, it's just one with multiple clips playing through it (i.e. changing something on the audio source affects all the clips playing through it). A voice is a playing audio clip and there's a default limit of 32 at once. A single audio source can play multiple clips (i.e. multiple voices).
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