AudioClip.Create

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public static AudioClip Create(string name, int lengthSamples, int channels, int frequency, bool stream);
public static AudioClip Create(string name, int lengthSamples, int channels, int frequency, bool stream, AudioClip.PCMReaderCallback pcmreadercallback);
public static AudioClip Create(string name, int lengthSamples, int channels, int frequency, bool stream, AudioClip.PCMReaderCallback pcmreadercallback, AudioClip.PCMSetPositionCallback pcmsetpositioncallback);
Obsolete public static AudioClip Create(string name, int lengthSamples, int channels, int frequency, bool _3D, bool stream);
Obsolete public static AudioClip Create(string name, int lengthSamples, int channels, int frequency, bool _3D, bool stream, AudioClip.PCMReaderCallback pcmreadercallback);
Obsolete public static AudioClip Create(string name, int lengthSamples, int channels, int frequency, bool _3D, bool stream, AudioClip.PCMReaderCallback pcmreadercallback, AudioClip.PCMSetPositionCallback pcmsetpositioncallback);

Parameters

nameName of clip.
lengthSamplesNumber of sample frames.
channelsNumber of channels per frame.
frequencySample frequency of clip.
_3DAudio clip is played back in 3D.
streamTrue if clip is streamed, that is if the pcmreadercallback generates data on the fly.
pcmreadercallbackThis callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously.
pcmsetpositioncallbackThis callback is invoked whenever the clip loops or changes playback position.

Returns

AudioClip A reference to the created AudioClip.

Description

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

Set your own audio data with SetData. Use the PCMReaderCallback and PCMSetPositionCallback delegates to get a callback whenever the clip reads data and changes the position. If stream is true, Unity will on demand read in small chunks of data. If it's false, all the samples will be read during the creation.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public int position = 0; public int samplerate = 44100; public float frequency = 440;

void Start() { AudioClip myClip = AudioClip.Create("MySinusoid", samplerate * 2, 1, samplerate, true, OnAudioRead, OnAudioSetPosition); AudioSource aud = GetComponent<AudioSource>(); aud.clip = myClip; aud.Play(); }

void OnAudioRead(float[] data) { int count = 0; while (count < data.Length) { data[count] = Mathf.Sin(2 * Mathf.PI * frequency * position / samplerate); position++; count++; } }

void OnAudioSetPosition(int newPosition) { position = newPosition; } }

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