AudioSource.SetScheduledEndTime

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public void SetScheduledEndTime(double time);

Parameters

timeTime in seconds.

Description

Changes the time at which a sound that has already been scheduled to play will end. Notice that depending on the timing not all rescheduling requests can be fulfilled.

Note that the time specified is still a time on the absolute time-line, meaning that the sound will stop when reaching that time, regardless of when it was started. So if you have a 5 second long sound and want it to play at time T and stop after 3 seconds (i.e. silencing the last 2 seconds of the sound), you need to specify the end time to be T+3. This function is useful in music systems to overcome the discontinuities in signals that frame-based lossy codecs cause.

using UnityEngine;
using System.Collections;

// While this may seem unnecessarily complicated to do this in the case of uncompressed sounds, you can now use // the SavWav code from https://gist.github.com/2317063 to save the generated clips into new assets, // run the program once with a specified sourceClip and the script will generate "cut1.wav" and "cut2.wav". // These can now be imported into Unity as assets and changed to compressed sounds. // Since psychoacoustic compression severely alters the waveforms and frequency content of sounds and // furthermore operates in a block-based fashion, it would cause very noticeable pops and clicks if we didn't // have the sound data after and before the cut point. By having it, even though we are not playing it, the decoder is "warmed up", // i.e. it has matching frequency content before and after the transition, so at least the // frequency spectrum will be more or less the same before and after the transition and so the click will be less audible // than if we had just cut up the sound without the 0.2s overlap regions. // This method may also be combined with cross-fading in order to further smoothen out any remaining artifacts. [RequireComponent(typeof(AudioSource))] public class ExampleClass : MonoBehaviour { public AudioClip sourceClip; private AudioSource audio1; private AudioSource audio2; private AudioClip cutClip1; private AudioClip cutClip2; private float overlap = 0.2F; private int len1 = 0; private int len2 = 0; void Start() { GameObject child; child = new GameObject("Player1"); child.transform.parent = gameObject.transform; audio1 = child.AddComponent<AudioSource>(); child = new GameObject("Player2"); child.transform.parent = gameObject.transform; audio2 = child.AddComponent<AudioSource>(); int overlapSamples; if (sourceClip != null) { len1 = sourceClip.samples / 2; len2 = sourceClip.samples - len1; overlapSamples = (int)(overlap * sourceClip.frequency); cutClip1 = AudioClip.Create("cut1", len1 + overlapSamples, sourceClip.channels, sourceClip.frequency, false, false); cutClip2 = AudioClip.Create("cut2", len2 + overlapSamples, sourceClip.channels, sourceClip.frequency, false, false); float[] smp1 = new float[(len1 + overlapSamples) * sourceClip.channels]; float[] smp2 = new float[(len2 + overlapSamples) * sourceClip.channels]; sourceClip.GetData(smp1, 0); sourceClip.GetData(smp2, len1 - overlapSamples); cutClip1.SetData(smp1, 0); cutClip2.SetData(smp2, 0); } else { overlapSamples = (int)overlap * cutClip1.frequency; len1 = cutClip1.samples - overlapSamples; len2 = cutClip2.samples - overlapSamples; } }

void OnGUI() { if (GUI.Button(new Rect(10, 50, 230, 40), "Trigger source")) audio1.PlayOneShot(sourceClip);

if (GUI.Button(new Rect(10, 100, 230, 40), "Trigger cut 1")) audio1.PlayOneShot(cutClip1);

if (GUI.Button(new Rect(10, 150, 230, 40), "Trigger cut 2")) audio1.PlayOneShot(cutClip2);

if (GUI.Button(new Rect(10, 200, 230, 40), "Play stitched")) { audio1.clip = cutClip1; audio2.clip = cutClip2; double t0 = AudioSettings.dspTime + 3.0F; double clipTime1 = len1; clipTime1 /= cutClip1.frequency; audio1.PlayScheduled(t0); audio1.SetScheduledEndTime(t0 + clipTime1); Debug.Log("t0 = " + t0 + ", clipTime1 = " + clipTime1 + ", cutClip1.frequency = " + cutClip1.frequency); Debug.Log("cutClip2.frequency = " + cutClip2.frequency + ", samplerate = " + AudioSettings.outputSampleRate); audio2.PlayScheduled(t0 + clipTime1); audio2.time = overlap; } } }

Note: If possible create clips that overlap, and use the scheduled end time for the first, and AudioSource.time for the second to trim out the overlapped part, as the example above shows.

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