class in UnityEngine
/
Inherits from:Object
/
Implemented in:UnityEngine.AudioModule
A container for audio data.
An AudioClip stores the audio file either compressed as ogg vorbis or uncompressed.
AudioClips are referenced and used by AudioSources to play sounds.
Additional resources: AudioClip component in the Components Reference.
| Property | Description |
|---|---|
| ambisonic | Returns true if this audio clip is ambisonic (read-only). |
| channels | The number of channels in the audio clip. (Read Only) |
| frequency | The sample frequency of the clip in Hertz. (Read Only) |
| length | The length of the audio clip in seconds. (Read Only) |
| loadInBackground | Enable this property to load the AudioClip asynchronously in the background instead of on the main thread. Set this property in the Inspector (Read Only). |
| loadState | Returns the current load state of the audio data associated with an AudioClip. |
| loadType | The load type of the clip (read-only). |
| preloadAudioData | Enable this property in the Inspector to preload audio data from the audio clip when loading the clip Asset (Read Only). |
| samples | The length of the audio clip in samples. (Read Only) |
| Method | Description |
|---|---|
| GetData | Fills an array with sample data from the audio clip. |
| LoadAudioData | Loads the asset data of an AudioClip into memory, so it will immediately be ready to play. |
| SetData | Fills an audio clip with sample data from an array or Span. Overwrites existing data if necessary. |
| UnloadAudioData | Unloads the audio data associated with the clip. This works only for AudioClips that are based on actual sound file assets. |
| Method | Description |
|---|---|
| Create | Creates a user AudioClip with a name and with the given length in samples, channels and frequency. |
| Delegate | Description |
|---|---|
| PCMReaderCallback | Unity calls this delegate each time AudioClip reads data. |
| PCMSetPositionCallback | Unity calls this delegate each time AudioClip changes read position. |
| Property | Description |
|---|---|
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
| name | The name of the object. |
| Method | Description |
|---|---|
| GetInstanceID | Gets the instance ID of the object. |
| ToString | Returns the name of the object. |
| Method | Description |
|---|---|
| Destroy | Removes a GameObject, component or asset. |
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
| FindAnyObjectByType | Retrieves any active loaded object of Type type. |
| FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
| FindObjectOfType | Returns the first active loaded object of Type type. |
| FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
| FindObjectsOfType | Gets a list of all loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
| Operator | Description |
|---|---|
| bool | Does the object exist? |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |