Version: Unity 6 Beta (6000.0)
LanguageEnglish
  • C#

AudioClip

class in UnityEngine

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Inherits from:Audio.AudioResource

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Implemented in:UnityEngine.AudioModule

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Description

A container for audio data.

An AudioClip stores the audio file either compressed as ogg vorbis or uncompressed. AudioClips are referenced and used by AudioSources to play sounds.

Additional resources: AudioClip component in the Components Reference.

Properties

ambisonicReturns true if this audio clip is ambisonic (read-only).
channelsThe number of channels in the audio clip. (Read Only)
frequencyThe sample frequency of the clip in Hertz. (Read Only)
lengthThe length of the audio clip in seconds. (Read Only)
loadInBackgroundCorresponding to the "Load In Background" flag in the inspector, when this flag is set, the loading will happen delayed without blocking the main thread.
loadStateReturns the current load state of the audio data associated with an AudioClip.
loadTypeThe load type of the clip (read-only).
preloadAudioDataPreloads audio data of the clip when the clip asset is loaded. When this flag is off, scripts have to call AudioClip.LoadAudioData() to load the data before the clip can be played. Properties like length, channels and format are available before the audio data has been loaded.
samplesThe length of the audio clip in samples. (Read Only)

Public Methods

GetDataFills an array with sample data from the clip.
LoadAudioDataLoads the audio data of a clip. Clips that have "Preload Audio Data" set will load the audio data automatically.
SetDataSet sample data in a clip.
UnloadAudioDataUnloads the audio data associated with the clip. This works only for AudioClips that are based on actual sound file assets.

Static Methods

CreateCreates a user AudioClip with a name and with the given length in samples, channels and frequency.

Delegates

PCMReaderCallbackDelegate called each time AudioClip reads data.
PCMSetPositionCallbackDelegate called each time AudioClip changes read position.

Inherited Members

Properties

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

boolDoes 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.
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