AudioSource Inherits from Behaviour

A representation of audio sources in 3D.

An AudioSource is attached to a GameObject for playing back sounds in a 3D environment. In order to play 3D sounds you also need to have a AudioListener. The audio listener is normally attached to the camera you want to use. Whether sounds are played in 3D or 2D is determined by AudioImporter settings.

You can play a single audio clip using Play, Pause and Stop. You can also adjust its volume while playing using the volume property, or seek using time. Multiple sounds can be played on one AudioSource using PlayOneShot. You can play a clip at a static position in 3D space using PlayClipAtPoint.

See Also: AudioListener, AudioClip, AudioSource component.

Variables
volume

The volume of the audio source (0.0 to 1.0).

pitch

The pitch of the audio source.

time

Playback position in seconds.

timeSamples

Playback position in PCM samples.

clip

The default AudioClip to play.

isPlaying

Is the clip playing right now (Read Only)?

loop

Is the audio clip looping?

ignoreListenerVolume

This makes the audio source not take into account the volume of the audio listener.

playOnAwake

If set to true, the audio source will automatically start playing on awake.

ignoreListenerPause

Allows AudioSource to play even though AudioListener.pause is set to true. This is useful for the menu element sounds or background music in pause menus.

velocityUpdateMode

Whether the Audio Source should be updated in the fixed or dynamic update.

panLevel

Sets how much the 3d engine has an effect on the channel.

bypassEffects

Bypass effects (Applied from filter components or global listener filters).

dopplerLevel

Sets the Doppler scale for this AudioSource.

spread

Sets the spread angle a 3d stereo or multichannel sound in speaker space.

priority

Sets the priority of the AudioSource.

mute

Un- / Mutes the AudioSource. Mute sets the volume=0, Un-Mute restore the original volume.

minDistance

Within the Min distance the AudioSource will cease to grow louder in volume.

maxDistance

(Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.

pan

Sets a channels pan position linearly. Only works for 2D clips.

rolloffMode

Sets/Gets how the AudioSource attenuates over distance.

Functions
Play

Plays the clip with an optional certain delay. The delay parameter is deprecated, please use the newer PlayDelayed function instead which specifies the delay in seconds.

PlayDelayed

Plays the clip with a delay specified in seconds. Users are advised to use this function instead of the old Play(delay) function that took a delay specified in samples relative to a reference rate of 44.1 kHz as an argument.

PlayScheduled

Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from. This is the preferred way to stitch AudioClips in music players because it is independent of the frame rate and gives the audio system enough time to prepare the playback of the sound to fetch it from media where the opening and buffering takes a lot of time (streams) without causing sudden CPU spikes.

SetScheduledStartTime

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

SetScheduledEndTime

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.

Stop

Stops playing the clip.

Pause

Pauses playing the clip.

PlayOneShot

Plays an AudioClip, and scales the AudioSource volume by volumeScale.

GetOutputData

Returns a block of the currently playing source's output data.

GetSpectrumData

Returns a block of the currently playing source's spectrum data.

Class Functions
PlayClipAtPoint

Plays the clip at position. Automatically cleans up the audio source after it has finished playing.

Inherited members
Inherited Variables
enabled

Enabled Behaviours are Updated, disabled Behaviours are not.

rigidbody

The Rigidbody attached to this GameObject (null if there is none attached).

camera

The Camera attached to this GameObject (null if there is none attached).

light

The Light attached to this GameObject (null if there is none attached).

animation

The Animation attached to this GameObject (null if there is none attached).

constantForce

The ConstantForce attached to this GameObject (null if there is none attached).

renderer

The Renderer attached to this GameObject (null if there is none attached).

audio

The AudioSource attached to this GameObject (null if there is none attached).

guiText

The GUIText attached to this GameObject (null if there is none attached).

networkView

The NetworkView attached to this GameObject (Read Only). (null if there is none attached).

guiTexture

The GUITexture attached to this GameObject (Read Only). (null if there is none attached).

collider

The Collider attached to this GameObject (null if there is none attached).

hingeJoint

The HingeJoint attached to this GameObject (null if there is none attached).

particleEmitter

The ParticleEmitter attached to this GameObject (null if there is none attached).

particleSystem

The ParticleSystem attached to this GameObject (null if there is none attached).

tag

The tag of this game object.

name

The name of the object.

hideFlags

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

Inherited Functions
GetComponent

Returns the component of Type type if the game object has one attached, null if it doesn't.

GetComponentInChildren

Returns the component of Type type in the GameObject or any of its children using depth first search.

GetComponentsInChildren

Returns all components of Type type in the GameObject or any of its children.

GetComponents

Returns all components of Type type in the GameObject.

CompareTag

Is this game object tagged tag?

SendMessageUpwards

Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.

SendMessage

Calls the method named methodName on every MonoBehaviour in this game object.

BroadcastMessage

Calls the method named methodName on every MonoBehaviour in this game object or any of its children.

GetInstanceID

Returns the instance id of the object.

ToString

Returns the name of the game object.

Inherited Class Functions
operator bool

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.