Fills an array with sample data from the clip.
The samples are floats ranging from -1.0f to 1.0f. The sample count is determined by the length of the float array.
Use the offsetSamples parameter to start the read from a specific position in the clip. If the read length from the offset is longer than the clip length, the read will wrap around
and read the remaining samples from the start of the clip.
Note that with compressed audio files, the sample data can only be retrieved when the Load Type is set to Decompress on Load in the audio importer. If this is not the case then the array will be returned with zeroes for all the sample values.
using UnityEngine;
public class Example : MonoBehaviour { // Read all the samples from the clip, reducing their gain by half // as we go along.
void Start() { AudioSource audioSource = GetComponent<AudioSource>(); float[] samples = new float[audioSource.clip.samples * audioSource.clip.channels]; audioSource.clip.GetData(samples, 0);
for (int i = 0; i < samples.Length; ++i) { samples[i] = samples[i] * 0.5f; }
audioSource.clip.SetData(samples, 0); } }
WebGL: The sample data of audio clips is loaded asynchronously in the WebGL platform. This makes it necessary to check the loadState of an AudioClip before reading the sample data.
using UnityEngine; using UnityEngine.Audio; using System.Collections;
public class ExampleGetDataCoroutine : MonoBehaviour { void Start() { StartCoroutine(GetAudioData()); }
IEnumerator GetAudioData() { AudioSource audioSource = GetComponent<AudioSource>(); // Wait for sample data to be loaded while (audioSource.clip.loadState != AudioDataLoadState.Loaded) { yield return null; }
// Read all the samples from the clip, reducing their gain by half // as we go along. float[] samples = new float[audioSource.clip.samples * audioSource.clip.channels]; audioSource.clip.GetData(samples, 0);
for (int i = 0; i < samples.Length; ++i) { samples[i] = samples[i] * 0.5f; }
audioSource.clip.SetData(samples, 0); } }