name | Name of clip. |
lengthSamples | Number of sample frames. |
channels | Number of channels per frame. |
frequency | Sample frequency of clip. |
_3D | Audio clip is played back in 3D. |
stream | True if clip is streamed, that is if the pcmreadercallback generates data on the fly. |
pcmreadercallback | This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously. |
pcmsetpositioncallback | This callback is invoked whenever the clip loops or changes playback position. |
AudioClip A reference to the created AudioClip.
Creates a user AudioClip with a name and with the given length in samples, channels and frequency.
Set your own audio data with AudioClip.SetData. Use the PCMReaderCallback and PCMSetPositionCallback delegates to get a callback whenever the clip reads data and changes the position. If stream
is true, Unity reads in small chunks of data on demand. If it's false, Unity reads all the samples during the creation of the clip.
Note: Unity expects you to pass an array with valid audio data (floating-point samples between -1.0 and 1.0) to PCMReaderCallback
. If no audio data is available, you must fill the array with zeros. Otherwise it will result in unexpected noise or other unwanted sounds during playback.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public int position = 0; public int samplerate = 44100; public float frequency = 440;
void Start() { AudioClip myClip = AudioClip.Create("MySinusoid", samplerate * 2, 1, samplerate, true, OnAudioRead, OnAudioSetPosition); AudioSource aud = GetComponent<AudioSource>(); aud.clip = myClip; aud.Play(); }
void OnAudioRead(float[] data) { int count = 0; while (count < data.Length) { data[count] = Mathf.Sin(2 * Mathf.PI * frequency * position / samplerate); position++; count++; } }
void OnAudioSetPosition(int newPosition) { position = newPosition; } }