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AudioSource.SetScheduledEndTime

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public function SetScheduledEndTime(time: double): void;
public void SetScheduledEndTime(double time);
public def SetScheduledEndTime(time as double) as void

Parameters

time Time in seconds.

Description

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.

Note that the time specified is still a time on the absolute time-line, meaning that the sound will stop when reaching that time, regardless of when it was started. So if you have a 5 second long sound and want it to play at time T and stop after 3 seconds (i.e. silencing the last 2 seconds of the sound), you need to specify the end time to be T+3. This function is useful in music systems to overcome the discontinuities in signals that frame-based lossy codecs cause.

// Demonstration of a tool that cuts up a clip into two clips with a short overlaps, then stitches them together at playback time.
// An overlap of 0.2 seconds is used meaning that the clip will be cut onto two portions of approximately the same size,
// but with the first sound having 0.2s of the sound after the cut and the second clip starting with
// 0.2s of the sound before the cut.
// The idea is then to play cut1 from its start to the cut point and then stop playback, i.e. not playing
// the 0.2s overlap (this happens via the SetScheduledEndTime), then play cut2 starting 0.2s into the sound and
// playing it to the end.
// While this may seem unnecessarily complicated to do this in the case of uncompressed sounds, you can now use
// the SavWav code from https://gist.github.com/2317063 to save the generated clips into new assets,
// run the program once with a specified sourceClip and the script will generate "cut1.wav" and "cut2.wav".
// These can now be imported into Unity as assets and changed to compressed sounds.
// Since psychoacoustic compression severely alters the waveforms and frequency content of sounds and
// furthermore operates in a block-based fashion, it would cause very noticeable pops and clicks if we didn't
// have the sound data after and before the cut point. By having it, even though we are not playing it, the decoder is "warmed up",
// i.e. it has matching frequency content before and after the transition, so at least the
// frequency spectrum will be more or less the same before and after the transition and so the click will be less audible
// than if we had just cut up the sound without the 0.2s overlap regions.
// This method may also be combined with cross-fading in order to further smoothen out any remaining artifacts.

@script RequireComponent(AudioSource)

public var sourceClip : AudioClip;

private var audio1 : AudioSource; private var audio2 : AudioSource; private var cutClip1 : AudioClip; private var cutClip2 : AudioClip; private var overlap : float = 0.2f; private var len1 : int = 0; private var len2 : int = 0;

function Start () { var child : GameObject; child = new GameObject("Player1"); child.transform.parent = gameObject.transform; audio1 = child.AddComponent("AudioSource"); child = new GameObject("Player2"); child.transform.parent = gameObject.transform; audio2 = child.AddComponent("AudioSource"); var overlapSamples : int; if(sourceClip != null) { len1 = sourceClip.samples / 2; len2 = sourceClip.samples - len1; overlapSamples = overlap * sourceClip.frequency; cutClip1 = AudioClip.Create ("cut1", len1 + overlapSamples, sourceClip.channels, sourceClip.frequency, false, false); cutClip2 = AudioClip.Create ("cut2", len2 + overlapSamples, sourceClip.channels, sourceClip.frequency, false, false); var smp1 = new float [(len1 + overlapSamples) * sourceClip.channels]; var smp2 = new float [(len2 + overlapSamples) * sourceClip.channels]; sourceClip.GetData(smp1, 0); sourceClip.GetData(smp2, len1 - overlapSamples); cutClip1.SetData(smp1, 0); cutClip2.SetData(smp2, 0); //SavWav.Save("cut1.wav", cutClip1); //SavWav.Save("cut2.wav", cutClip2); } else { overlapSamples = overlap * cutClip1.frequency; len1 = cutClip1.samples - overlapSamples; len2 = cutClip2.samples - overlapSamples; } }

function OnGUI() { if (GUI.Button(new Rect(10, 50, 230, 40), "Trigger source")) audio1.PlayOneShot(sourceClip); if (GUI.Button(new Rect(10, 100, 230, 40), "Trigger cut 1")) audio1.PlayOneShot(cutClip1); if (GUI.Button(new Rect(10, 150, 230, 40), "Trigger cut 2")) audio1.PlayOneShot(cutClip2); if (GUI.Button(new Rect(10, 200, 230, 40), "Play stitched")) { audio1.clip = cutClip1; audio2.clip = cutClip2; var t0 = AudioSettings.dspTime + 3.0; var clipTime1 : double = len1; clipTime1 /= cutClip1.frequency; audio1.PlayScheduled(t0); audio1.SetScheduledEndTime(t0 + clipTime1); Debug.Log("t0 = " + t0 + ", clipTime1 = " + clipTime1 + ", cutClip1.frequency = " + cutClip1.frequency); Debug.Log("cutClip2.frequency = " + cutClip2.frequency + ", samplerate = " + AudioSettings.outputSampleRate); audio2.PlayScheduled(t0 + clipTime1); audio2.time = overlap; } }
using UnityEngine;
using System.Collections;

[RequireComponent(typeof(AudioSource))]
public class ExampleClass : MonoBehaviour {
    public AudioClip sourceClip;
    private AudioSource audio1;
    private AudioSource audio2;
    private AudioClip cutClip1;
    private AudioClip cutClip2;
    private float overlap = 0.2F;
    private int len1 = 0;
    private int len2 = 0;
    void Start() {
        GameObject child;
        child = new GameObject("Player1");
        child.transform.parent = gameObject.transform;
        audio1 = child.AddComponent("AudioSource") as AudioSource;
        child = new GameObject("Player2");
        child.transform.parent = gameObject.transform;
        audio2 = child.AddComponent("AudioSource") as AudioSource;
        int overlapSamples;
        if (sourceClip != null) {
            len1 = sourceClip.samples / 2;
            len2 = sourceClip.samples - len1;
            overlapSamples = overlap * sourceClip.frequency;
            cutClip1 = AudioClip.Create("cut1", len1 + overlapSamples, sourceClip.channels, sourceClip.frequency, false, false);
            cutClip2 = AudioClip.Create("cut2", len2 + overlapSamples, sourceClip.channels, sourceClip.frequency, false, false);
            float[] smp1 = new float[(len1 + overlapSamples) * sourceClip.channels];
            float[] smp2 = new float[(len2 + overlapSamples) * sourceClip.channels];
            sourceClip.GetData(smp1, 0);
            sourceClip.GetData(smp2, len1 - overlapSamples);
            cutClip1.SetData(smp1, 0);
            cutClip2.SetData(smp2, 0);
        } else {
            overlapSamples = overlap * cutClip1.frequency;
            len1 = cutClip1.samples - overlapSamples;
            len2 = cutClip2.samples - overlapSamples;
        }
    }
    void OnGUI() {
        if (GUI.Button(new Rect(10, 50, 230, 40), "Trigger source"))
            audio1.PlayOneShot(sourceClip);
        
        if (GUI.Button(new Rect(10, 100, 230, 40), "Trigger cut 1"))
            audio1.PlayOneShot(cutClip1);
        
        if (GUI.Button(new Rect(10, 150, 230, 40), "Trigger cut 2"))
            audio1.PlayOneShot(cutClip2);
        
        if (GUI.Button(new Rect(10, 200, 230, 40), "Play stitched")) {
            audio1.clip = cutClip1;
            audio2.clip = cutClip2;
            double t0 = AudioSettings.dspTime + 3.0F;
            double clipTime1 = len1;
            clipTime1 /= cutClip1.frequency;
            audio1.PlayScheduled(t0);
            audio1.SetScheduledEndTime(t0 + clipTime1);
            Debug.Log("t0 = " + t0 + ", clipTime1 = " + clipTime1 + ", cutClip1.frequency = " + cutClip1.frequency);
            Debug.Log("cutClip2.frequency = " + cutClip2.frequency + ", samplerate = " + AudioSettings.outputSampleRate);
            audio2.PlayScheduled(t0 + clipTime1);
            audio2.time = overlap;
        }
    }
}
import UnityEngine
import System.Collections

[RequireComponent(typeof(AudioSource))]
public class ExampleClass(MonoBehaviour):

	public sourceClip as AudioClip

	private audio1 as AudioSource

	private audio2 as AudioSource

	private cutClip1 as AudioClip

	private cutClip2 as AudioClip

	private overlap as float = 0.2F

	private len1 as int = 0

	private len2 as int = 0

	def Start() as void:
		child as GameObject
		child = GameObject('Player1')
		child.transform.parent = gameObject.transform
		audio1 = (child.AddComponent('AudioSource') as AudioSource)
		child = GameObject('Player2')
		child.transform.parent = gameObject.transform
		audio2 = (child.AddComponent('AudioSource') as AudioSource)
		overlapSamples as int
		if sourceClip != null:
			len1 = (sourceClip.samples / 2)
			len2 = (sourceClip.samples - len1)
			overlapSamples = (overlap * sourceClip.frequency)
			cutClip1 = AudioClip.Create('cut1', (len1 + overlapSamples), sourceClip.channels, sourceClip.frequency, false, false)
			cutClip2 = AudioClip.Create('cut2', (len2 + overlapSamples), sourceClip.channels, sourceClip.frequency, false, false)
			smp1 as (float) = array[of float](((len1 + overlapSamples) * sourceClip.channels))
			smp2 as (float) = array[of float](((len2 + overlapSamples) * sourceClip.channels))
			sourceClip.GetData(smp1, 0)
			sourceClip.GetData(smp2, (len1 - overlapSamples))
			cutClip1.SetData(smp1, 0)
			cutClip2.SetData(smp2, 0)
		else:
			overlapSamples = (overlap * cutClip1.frequency)
			len1 = (cutClip1.samples - overlapSamples)
			len2 = (cutClip2.samples - overlapSamples)

	def OnGUI() as void:
		if GUI.Button(Rect(10, 50, 230, 40), 'Trigger source'):
			audio1.PlayOneShot(sourceClip)
		if GUI.Button(Rect(10, 100, 230, 40), 'Trigger cut 1'):
			audio1.PlayOneShot(cutClip1)
		if GUI.Button(Rect(10, 150, 230, 40), 'Trigger cut 2'):
			audio1.PlayOneShot(cutClip2)
		if GUI.Button(Rect(10, 200, 230, 40), 'Play stitched'):
			audio1.clip = cutClip1
			audio2.clip = cutClip2
			t0 as double = (AudioSettings.dspTime + 3.0F)
			clipTime1 as double = len1
			clipTime1 /= cutClip1.frequency
			audio1.PlayScheduled(t0)
			audio1.SetScheduledEndTime((t0 + clipTime1))
			Debug.Log(((((('t0 = ' + t0) + ', clipTime1 = ') + clipTime1) + ', cutClip1.frequency = ') + cutClip1.frequency))
			Debug.Log(((('cutClip2.frequency = ' + cutClip2.frequency) + ', samplerate = ') + AudioSettings.outputSampleRate))
			audio2.PlayScheduled((t0 + clipTime1))
			audio2.time = overlap

Note: If possible create clips that overlap, and use the scheduled end time for the first, and AudioSource.time for the second to trim out the overlapped part, as the example above shows.