Version: 2019.3
public bool SetData (float[] data, int offsetSamples);



The samples should be floats ranging from -1.0f to 1.0f (exceeding these limits will lead to artifacts and undefined behaviour). The sample count is determined by the length of the float array. Use offsetSamples to write into a random position in the clip. If the length from the offset is longer than the clip length, the write will wrap around and write the remaining samples from the start of the clip.

圧縮されたオーディオファイル、オーディオインポーターで Load TypeDecompress on Load に設定されているときサンプルデータを引き出すのみしかできないことに注意してください。

using UnityEngine;

public class Example : MonoBehaviour { // Read all the samples from the clip and half the gain void Start() { AudioSource audioSource = GetComponent<AudioSource>(); float[] samples = new float[audioSource.clip.samples * audioSource.clip.channels]; audioSource.clip.GetData(samples, 0);

for (int i = 0; i < samples.Length; ++i) { samples[i] = samples[i] * 0.5f; }

audioSource.clip.SetData(samples, 0); } }