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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
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) |
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). |
Create |
Creates a user AudioClip with a name and with the given length in samples, channels and frequency. |
PCMReaderCallback |
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PCMSetPositionCallback |
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name |
The name of the object. |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |
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. |