AudioSourceNamespace: UnityEngine
Parent class: Behaviour
Description

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
bypassEffects Bypass effects (Applied from filter components or global listener filters).
bypassListenerEffects
bypassReverbZones
clip The default AudioClip to play.
dopplerLevel Sets the Doppler scale for this AudioSource.
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.
ignoreListenerVolume This makes the audio source not take into account the volume of the audio listener.
isPlaying Is the clip playing right now (Read Only)?
loop Is the audio clip looping?
maxDistance (Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.
minDistance Within the Min distance the AudioSource will cease to grow louder in volume.
mute Un- / Mutes the AudioSource. Mute sets the volume=0, Un-Mute restore the original volume.
pan Sets a channels pan position linearly. Only works for 2D clips.
panLevel Sets how much the 3d engine has an effect on the channel.
pitch The pitch of the audio source.
playOnAwake If set to true, the audio source will automatically start playing on awake.
priority Sets the priority of the AudioSource.
rolloffMode Sets/Gets how the AudioSource attenuates over distance.
spread Sets the spread angle a 3d stereo or multichannel sound in speaker space.
time Playback position in seconds.
timeSamples Playback position in PCM samples.
velocityUpdateMode Whether the Audio Source should be updated in the fixed or dynamic update.
volume The volume of the audio source (0.0 to 1.0).
Functions
GetOutputData Returns a block of the currently playing source's output data.
GetSpectrumData Returns a block of the currently playing source's spectrum data.
Pause Pauses playing the clip.
Play Plays the clip with an optional certain delay.
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.
PlayOneShot Plays an AudioClip, and scales the AudioSource volume by volumeScale.
PlayScheduled Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from.
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.
SetScheduledStartTime Changes the time at which a sound that has already been scheduled to play will start.
Stop Stops playing the clip.
Static Functions
PlayClipAtPoint Plays an AudioClip at a given position in world space.
Inherited members
Variables
enabled Enabled Behaviours are Updated, disabled Behaviours are not.
animation The Animation attached to this GameObject (null if there is none attached).
audio The AudioSource attached to this GameObject (null if there is none attached).
camera The Camera attached to this GameObject (null if there is none attached).
collider The Collider attached to this GameObject (null if there is none attached).
collider2D The Collider2D component attached to the object.
constantForce The ConstantForce attached to this GameObject (null if there is none attached).
gameObject The game object this component is attached to. A component is always attached to a game object.
guiText The GUIText attached to this GameObject (null if there is none attached).
guiTexture The GUITexture attached to this GameObject (Read Only). (null if there is none attached).
hingeJoint The HingeJoint attached to this GameObject (null if there is none attached).
light The Light 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).
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).
renderer The Renderer attached to this GameObject (null if there is none attached).
rigidbody The Rigidbody attached to this GameObject (null if there is none attached).
rigidbody2D The Rigidbody2D that is attached to the Component's GameObject.
tag The tag of this game object.
transform The Transform attached to this GameObject (null if there is none attached).
hideFlags Should the object be hidden, saved with the scene or modifiable by the user?
m_CachedPtr
m_InstanceID
name The name of the object.
Functions
BroadcastMessage Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTag Is this game object tagged with tag?
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.
GetComponents Returns all components of Type type in the GameObject.
GetComponentsInChildren Returns all components of Type type in the GameObject or any of its children.
SendMessage Calls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwards Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
GetHashCode
GetInstanceID Returns the instance id of the object.
ToString Returns the name of the game object.
Static Functions
Destroy Removes a gameobject, component or asset.
DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoad Makes the object target not be destroyed automatically when loading a new scene.
FindObjectOfType Returns the first active loaded object of Type type.
FindObjectsOfType Returns a list of all active loaded objects of Type type.
Instantiate Clones the object original and returns the clone.
Operators
bool Does the object exist?
operator != Compares if two objects refer to a different object.
operator == Compares if two objects refer to the same.