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Closedata | The array you want to fill with raw data from the audio clip. |
offsetSamples | The index of where to start data extraction from the array of raw data. |
bool Returns 'true' if AudioClip retrieves the data successfully. Returns 'false' if the operation was unsuccessful.
Fills an array with sample data from the audio clip.
The sample data contains float values within the range -1.0f to 1.0f. The sample count is the length of the Span or float array. Use the offsetSamples
parameter to start the read from a specific position in the clip. If the read length from the offset is longer than the clip length, the read wraps around and reads the remaining samples from the start of the clip.
For multi-channel audio clips, the data is interleaved, which means the samples in the returned float array alternate between channels. For example, in a stereo audio clip:
With compressed audio files, you can only retrieve the sample data if you set the Load Type to Decompress on Load in the AudioClip importer. GetData
doesn't work with streamed audio clips, including if you stream clips from the disk or use AudioClip.Create and set its stream
parameter to true
.
If GetData
can't read the audio clip, the data
parameter will contain zeroes for all sample values, the console will log an error, and GetData
will return false.
For the best performance, use the Span version because you don't need to allocate managed memory.
using UnityEngine; using Unity.Collections;
public class Example : MonoBehaviour { // Read all the samples from the clip and halve the gain void Start() { AudioSource audioSource = GetComponent<AudioSource>(); var numSamples = audioSource.clip.samples * audioSource.clip.channels; var samples = new NativeArray<float>(numSamples, Allocator.Temp); audioSource.clip.GetData(samples, 0);
for (int i = 0; i < samples.Length; ++i) { samples[i] = samples[i] * 0.5f; }
audioSource.clip.SetData(samples, 0); } }
WebGL: The sample data of audio clips is loaded asynchronously in the WebGL platform. This makes it necessary to check the loadState of an AudioClip before reading the sample data.
using UnityEngine; using Unity.Collections; using System.Collections;
public class ExampleGetDataCoroutine : MonoBehaviour { void Start() { StartCoroutine(GetAudioData()); }
IEnumerator GetAudioData() { AudioSource audioSource = GetComponent<AudioSource>(); // Wait for sample data to be loaded while (audioSource.clip.loadState != AudioDataLoadState.Loaded) { yield return null; }
// Read all the samples from the clip and halve the gain var numSamples = audioSource.clip.samples * audioSource.clip.channels; var samples = new NativeArray<float>(numSamples, Allocator.Temp); audioSource.clip.GetData(samples, 0);
for (int i = 0; i < samples.Length; ++i) { samples[i] = samples[i] * 0.5f; }
audioSource.clip.SetData(samples, 0); } }
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