Configura los datos de muestra en un clip.
The samples should be floats ranging from -1.0f to 1.0f (exceeding these limits will lead to artifacts and undefined behaviour).
The sample count is determined by the length of the float array.
Use offsetSamples to write into a random position in the clip. If the length from the offset is longer than the clip length, the write will wrap around
and write the remaining samples from the start of the clip.
Nótese que para audio comprimido, los datos de la muestra solo pueden ser configurados cuando el Load Type (tipo de carga) está configurado en Decompress on Load (Descomprimir al cargarse) en el importador de audio.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { AudioSource audio = GetComponent<AudioSource>(); float[] samples = new float[audio.clip.samples * audio.clip.channels]; audio.clip.GetData(samples, 0); int i = 0; while (i < samples.Length) { samples[i] = samples[i] * 0.5F; ++i; } audio.clip.SetData(samples, 0); } }