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    Audio Module

    The Tiny Mode Audio Module supports a subset of the audio features in regular Unity Audio. This page provides common use cases, an example, and a reference of the Audio components.

    Use Cases and Examples

    This section demonstrates how to use the Audio module through common use cases and usage examples. If a use case or an example is similar to a topic in the Unity User Manual, a link is provided to the appropriate topic.

    Simple Audio Source

    1. Create an entity.
    2. Add an AudioSource component.
    3. Set the clip property to an audio asset.
    4. Set the volume property to 1.
    5. Check the playing property (true).

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    After exporting your project, the audio clip will play through once.

    Please refer to the BackgroundMusic, Breeze, TreeWind, Walk entities in the AudioForest project for examples.

    Alternatively, you can play an AudioClip via scripting in a Tiny Mode system using an entity's AudioSource. Please refer to the AudioInputSystem in the AudioForest project for an example.

    Example: AudioForest

    The AudioForest project found in Assets/UTinySamples covers the use of the Audio Module components. In the project, you will find an example about creating a simple AudioSource, playing an AudioClip, stopping an AudioClip, and pausing/resuming all AudioSources. Use keyboard inputs to add AudioSources and to control the AudioSources.

    AudioConfig

    This setting is available in the inspector when you have a Tiny Mode project open, and have the Tiny Mode project asset selected in the project window. It allows you to pause or unpause the audio in your project.

    Components

    The Audio Module provides two components, AudioClip and AudioSource

    AudioClip

    • Unity Reference: AudioClip

    Defines a container for audio data. AudioClips are referenced and used by AudioSources to play sounds.

    AudioClipStatus describes the current load state of the audio data associated with the AudioClip.

    Property Description
    file Represents an audio file or URL to load.

    AudioSource

    • Unity Reference: AudioSource

    Plays back an audio clip in an EntityGroup. Controls the volume and audio clip properties (e.g. loop).

    An AudioSource can play a single audio clip. Multiple AudioSources can exist in separate entities.

    Property Description
    clip A Tiny Mode entity representing a reference to an audio clip (sound asset) to be played.
    volume Represents the audio clip playback volume between [0..1].
    loop Determines if the audio clip should replay when it reaches the end. If true, the audio clip replays when it ends.
    playing Determines if the audio clip is currently playing. If true, the audio clip is playing.

    Systems

    AudioSystem

    • Updates After: Shared.RenderingFence

    Handles AudioConfig, AudioClip and AudioSource states. More specifically, it initializes the AudioConfig state as well as pausing all sounds if it's set to. It also takes care of the AudioClip load state (e.g. load an AudioClip if it's unloaded). Finally, it handles AudioSources state (e.g. if the source is not playing, the system will stop the music).

    Enums

    AudioClipStatus

    Value describing the current load state of the audio data associated with an AudioClip.

    Value Description
    Unloaded Value returned by AudioClip.status for an AudioClip that has no audio data loaded and where loading has not been initiated yet.
    Loading Value returned by AudioClip.status for an AudioClip that is currently loading audio data.
    Loaded Value returned by AudioClip.status for an AudioClip that has succeeded loading its audio data.
    LoadError Value returned by AudioClip.status for an AudioClip that has failed loading its audio data.

    (See this module's API documentation for more information)

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