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Scripting API: AudioSource.volume - Unity

    https://docs.unity3d.com/ScriptReference/AudioSource-volume.html
    Description. The volume of the audio source (0.0 to 1.0). The AudioSource’s volume property controls the level of sound coming from an AudioClip. The highest volume level is 1 and the lowest is 0 where no sound is heard. void OnGUI () { //Create a …

Unity - Scripting API: AudioSource.volume

    https://docs.unity3d.com/462/Documentation/ScriptReference/AudioSource-volume.html
    Develop once, publish everywhere! Unity is the ultimate tool for video game development, architectural visualizations, and interactive media installations - publish to the web, Windows, OS X, Wii, Xbox 360, and iPhone with many more platforms to come.

Audio Source Volume not Fading Over Distance - Unity Answers

    https://answers.unity.com/questions/681772/audio-source-volume-not-fading-over-distance.html
    Hello everyone, I'm encountering a problem where I can still here a sound being played at full volume even though I am well outside of the audio source's maximum range (see in the pic my player is in the top left, and the sound source is in the bottom right).

AudioSource volume change not working with rolloff - …

    https://forum.unity.com/threads/audiosource-volume-change-not-working-with-rolloff.36367/
    Works good in the editor, but as soon as I build the game, the rolloff seems to stay at 0, no matter the distance it's the same volume. These audiosource are on cars, so they should fade away with distance.. (rolloff = 0.1) The audiosource is in the right gameobject, that move with the car and stuff.. I've tried updating the volume in Update ...

unity3d - AudioSource.PlayOneShot volume increase and ...

    https://stackoverflow.com/questions/53491658/audiosource-playoneshot-volume-increase-and-clipping
    The sound is triggered by. GetComponent<AudioSource> ().PlayOneShot (sound); and it seems that it sometimes gets triggered multiple times, which leads to a volume increase and sometimes clipping. I have tried using Play () and Stop () to solve the issue, but this led to all of the other audio being cut too. I haven't had much success trying to ...

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