Legacy Documentation: Version 2017.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

AudioSource.PlayClipAtPoint

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public static function PlayClipAtPoint(clip: AudioClip, position: Vector3, volume: float = 1.0F): void;
public static void PlayClipAtPoint(AudioClip clip, Vector3 position, float volume = 1.0F);

Parameters

clip Audio data to play.
position Position in world space from which sound originates.
volume Playback volume.

Description

Plays an AudioClip at a given position in world space.

This function creates an audio source but automatically disposes of it once the clip has finished playing.

    @script RequireComponent(AudioSource)

public var clip : AudioClip; //make sure you assign an actual clip here in the inspector

function Start() { AudioSource.PlayClipAtPoint(clip, new Vector3 (5, 1, 2)); }
using UnityEngine;
using System.Collections;

[RequireComponent(typeof(AudioSource))] public class ExampleClass : MonoBehaviour { public AudioClip clip; void Start() { AudioSource.PlayClipAtPoint(clip, new Vector3(5, 1, 2)); } }

Did you find this page useful? Please give it a rating: