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). The sample count is determined by the length of the float array. Use offsetSamples to write into a random position in the clip. If the length from the offset is longer than the clip length, the write will wrap around and write the remaining samples from the start of the clip.
Note that for compressed audio, the sample data can only be set when the Load Type is set to Decompress on Load in the audio importer.// 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 ExampleClass : 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 public class ExampleClass(MonoBehaviour): def Start() as void: samples as (float) = array[of float]((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)