AudioClip Manual     Reference     Scripting  
Scripting > Runtime Classes > AudioClip
AudioClip Inherits from Object

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.

See Also: AudioClip component in the Components Reference

Variables
length

The length of the audio clip in seconds (Read Only)

samples

The length of the audio clip in samples (Read Only)

channels

Channels in audio clip (Read Only)

frequency

Sample frequency (Read Only)

isReadyToPlay

Is a streamed audio clip ready to play? (Read Only)

Functions
GetData

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.

SetData

Set sample data in a clip. The samples should be floats ranging from 0.0f to 1.0f (exceeding these limits will lead to artifacts and undefined behaviour).

Class Functions
Create

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

Delegates
PCMReaderCallback

PCMSetPositionCallback

Inherited members
Inherited Variables
name

The name of the object.

hideFlags

Should the object be hidden, saved with the scene or modifiable by the user?

Inherited Functions
GetInstanceID

Returns the instance id of the object.

ToString

Returns the name of the game object.

Inherited Class Functions
operator bool

Does the object exist?

Instantiate

Clones the object original and returns the clone.

Destroy

Removes a gameobject, component or asset.

DestroyImmediate

Destroys the object obj immediately. It is strongly recommended to use Destroy instead.

FindObjectsOfType

Returns a list of all active loaded objects of Type type.

FindObjectOfType

Returns the first active loaded object of Type type.

operator ==

Compares if two objects refer to the same

operator !=

Compares if two objects refer to a different object

DontDestroyOnLoad

Makes the object target not be destroyed automatically when loading a new scene.