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.
Note that with compressed audio files, the sample data can only be retrieved when the Load Type is set to Decompress on Load in the audio importer. If this is not the case then the array will be returned with zeroes for all the sample values.
// Read all the samples from the clip, reducing their gain by half // as we go along. function Start () { var aud = GetComponent.<AudioSource>(); var samples = new float[aud.clip.samples * aud.clip.channels]; aud.clip.GetData(samples, 0); for (var i = 0; i < samples.Length; ++i) samples[i] = samples[i] * 0.5f; aud.clip.SetData(samples, 0); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { AudioSource aud = GetComponent<AudioSource>(); float[] samples = new float[aud.clip.samples * aud.clip.channels]; aud.clip.GetData(samples, 0); int i = 0; while (i < samples.Length) { samples[i] = samples[i] * 0.5F; ++i; } aud.clip.SetData(samples, 0); } }