AudioClip.GetData

function GetData (data : float[], offsetSamples : int) : void

Description

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.

Use offsetSamples to start the read from a random position in the clip. If the read length from the offset is longer than the clip length, the read will wrap around and read the remaining samples from the start of the clip.

JavaScript
    // Read all the samples from the clip and half the gain
function Start () {
var samples = new float[audio.clip.samples * audio.clip.channels];
audio.clip.GetData(samples, 0);
for (var i = 0; i < samples.Length; ++i)
samples[i] = samples[i] * 0.5f;
audio.clip.SetData(samples, 0);
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
void Start() {
float[] samples = new float[audio.clip.samples * audio.clip.channels];
audio.clip.GetData(samples, 0);
int i = 0;
while (i < samples.Length) {
samples[i] = samples[i] * 0.5F;
++i;
}
audio.clip.SetData(samples, 0);
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

def Start():
samples as (single) = array[of single]((audio.clip.samples * audio.clip.channels))
audio.clip.GetData(samples, 0)
i as int = 0
while i < samples.Length:
samples[i] = (samples[i] * 0.5F)
++i
audio.clip.SetData(samples, 0)