class in UnityEngine
/
Inherits from:Behaviour
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Implemented in:UnityEngine.AudioModule
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Close Your name Your email Suggestion* Switch to Manual DescriptionA representation of audio sources in 3D.
Attach an AudioSource to a GameObject to play back sounds in a 3D environment. To play 3D sounds you also need to have an AudioListener. Usually, you can find the audio listener attached to the camera in your scene. If you set AudioSource.spatialBlend to 0.0f, then Unity will treat the audio clip as a 2D sound. If you set it to 1.0f, the clip is fully 3D. Anything in between is a blend of 2D and 3D.
To play, pause, and stop a single audio clip, use Play, Pause and Stop. To adjust its volume while playing, use the volume property. Use time to seek through the audio track. To play multiple sounds on one AudioSource, use PlayOneShot. To play a clip at a static position in 3D space, use PlayClipAtPoint.
Additional resources: AudioListener, AudioClip, AudioSource component.
//This script allows you to toggle music to play and stop. //Assign an AudioSource to a GameObject and attach an Audio Clip in the Audio Source. Attach this script to the GameObject.Properties Property Description bypassEffects Bypass effects (Applied from filter components or global listener filters). bypassListenerEffects When set, global effects on the AudioListener doesn't apply to the audio signal generated by the AudioSource. It also does'nt apply, if the AudioSource is playing into a mixer group. bypassReverbZones When set, it doesn't route the signal from an AudioSource into the global reverb associated with reverb zones. clip The default AudioClip to play. dopplerLevel Sets the Doppler scale for this AudioSource. gamepadSpeakerOutputType Gets or sets the gamepad audio output type for this audio source. ignoreListenerPause Allows AudioSource to play even though AudioListener.pause is set to true. This is useful for the menu element sounds or background music in pause menus. ignoreListenerVolume This makes the audio source not take into account the volume of the audio listener. isPlaying Returns whether the AudioSource is currently playing an AudioResource(Read Only). isVirtual True if all sounds played by the AudioSource, such as main sound started by Play() or playOnAwake, and one-shots are culled by the audio system. loop Checks if the audio clip is looping maxDistance The distance where sound either becomes inaudible or stops attenuation, depending on the rolloff mode. minDistance Within the Min distance the AudioSource will cease to grow louder in volume. mute Un- / Mutes the AudioSource. Mute sets the volume=0, Un-Mute restore the original volume. outputAudioMixerGroup The target group to which the AudioSource should route its signal. panStereo Pans a playing sound in a stereo way (left or right). This only applies to sounds that are Mono or Stereo. pitch The pitch of the audio source. playOnAwake Enable this property to automatically play the audio source when the component or GameObject becomes active. priority Sets the priority of the AudioSource. resource The default AudioResource to play. reverbZoneMix The amount by which the signal from the AudioSource will be mixed into the global reverb associated with the Reverb Zones. rolloffMode Sets/Gets how the AudioSource attenuates over distance. spatialBlend Sets how much this AudioSource is affected by 3D spatialisation calculations (attenuation, doppler etc). 0.0 makes the sound full 2D, 1.0 makes it full 3D. spatialize Enables or disables spatialization. spatializePostEffects Determines if the spatializer effect is inserted before or after the effect filters. spread Sets the spread angle (in degrees) of a 3d stereo or multichannel sound in speaker space. time Audio source playback position in seconds. timeSamples The current playback position of the AudioSource in PCM samples. velocityUpdateMode Whether the Audio Source should be updated in the fixed or dynamic update. volume The volume of the audio source (0.0 to 1.0). Public Methods Method Description DisableGamepadOutput Disables audio output to a gamepad for this audio source. GetAmbisonicDecoderFloat Reads a user-defined parameter of a custom ambisonic decoder effect that is attached to an AudioSource. GetCustomCurve Get the current custom curve for the given AudioSourceCurveType. GetOutputData Provides a block of the currently playing source's output data. GetSpatializerFloat Reads a user-defined parameter of a custom spatializer effect that is attached to an AudioSource. GetSpectrumData Provides the block of audio frequencies (spectrum data) of the AudioSource that is currently playing. Pause Pauses playing the clip. Play Plays the clip. PlayDelayed Plays the clip with a delay specified in seconds. Users are advised to use this function instead of the old Play(delay) function that took a delay specified in samples relative to a reference rate of 44.1 kHz as an argument. PlayOneShot Plays an AudioClip, and scales the AudioSource volume by volumeScale. PlayOnGamepad Enable the audio source to play through a specific gamepad. PlayScheduled Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from. SetAmbisonicDecoderFloat Sets a user-defined parameter of a custom ambisonic decoder effect that is attached to an AudioSource. SetCustomCurve Set the custom curve for the given AudioSourceCurveType. SetScheduledEndTime Changes the time at which a sound that has already been scheduled to play will end. Notice that depending on the timing not all rescheduling requests can be fulfilled. SetScheduledStartTime Changes the time at which a sound that has already been scheduled to play will start. SetSpatializerFloat Sets a user-defined parameter of a custom spatializer effect that is attached to an AudioSource. Stop Stops playing the clip. UnPause Unpause the paused playback of this AudioSource. Inherited Members Properties Property Description enabled Enabled Behaviours are Updated, disabled Behaviours are not. isActiveAndEnabled Reports whether a GameObject and its associated Behaviour is active and enabled. gameObject The game object this component is attached to. A component is always attached to a game object. tag The tag of this game object. transform The Transform attached to this GameObject. hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object. Public Methods Method Description BroadcastMessage Calls the method named methodName on every MonoBehaviour in this game object or any of its children. CompareTag Checks the GameObject's tag against the defined tag. GetComponent Gets a reference to a component of type T on the same GameObject as the component specified. GetComponentInChildren Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. GetComponentIndex Gets the index of the component on its parent GameObject. GetComponentInParent Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. GetComponents Gets references to all components of type T on the same GameObject as the component specified. GetComponentsInChildren Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. GetComponentsInParent Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. SendMessage Calls the method named methodName on every MonoBehaviour in this game object. SendMessageUpwards Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. TryGetComponent Gets the component of the specified type, if it exists. GetInstanceID Gets the instance ID of the object. ToString Returns the name of the object. Static Methods Method Description Destroy Removes a GameObject, component or asset. DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead. DontDestroyOnLoad Do not destroy the target Object when loading a new Scene. FindAnyObjectByType Retrieves any active loaded object of Type type. FindFirstObjectByType Retrieves the first active loaded object of Type type. FindObjectsByType Retrieves a list of all loaded objects of Type type. Instantiate Clones the object original and returns the clone. InstantiateAsync Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. Operators Operator Description bool Does the object exist? operator != Compares if two objects refer to a different object. operator == Compares two object references to see if they refer to the same object.using UnityEngine;
public class Example : MonoBehaviour { AudioSource m_MyAudioSource;
//Play the music bool m_Play; //Detect when you use the toggle, ensures music isnât played multiple times bool m_ToggleChange;
void Start() { //Fetch the AudioSource from the GameObject m_MyAudioSource = GetComponent<AudioSource>(); //Ensure the toggle is set to true for the music to play at start-up m_Play = true; }
void Update() { //Check to see if you just set the toggle to positive if (m_Play == true && m_ToggleChange == true) { //Play the audio you attach to the AudioSource component m_MyAudioSource.Play(); //Ensure audio doesnât play more than once m_ToggleChange = false; } //Check if you just set the toggle to false if (m_Play == false && m_ToggleChange == true) { //Stop the audio m_MyAudioSource.Stop(); //Ensure audio doesnât play more than once m_ToggleChange = false; } }
void OnGUI() { //Switch this toggle to activate and deactivate the parent GameObject m_Play = GUI.Toggle(new Rect(10, 10, 100, 30), m_Play, "Play Music");
//Detect if there is a change with the toggle if (GUI.changed) { //Change to true to show that there was just a change in the toggle state m_ToggleChange = true; } } }
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