Set sample data in a clip.
The samples should be float values ranging from -1.0f to 1.0f. Exceeding these limits causes artifacts and undefined behaviour.
The sample count is determined by the length of the ReadOnlySpan or float array.
Use the offsetSamples parameter to write into an arbitrary 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.
With compressed audio files, the sample data can only be set when the Load Type is set to Decompress on Load in the Audio Clip importer.
For best performance, the Span version is preferred as it does not require allocating 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); } }
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