Установить данные в клип.
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.
Заметьте, что для компрессированного аудио, данные могут быть установлены только когда "Load Type" принимает значение "Decompress on Load" в аудио импортере.
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); } }