Version: 2019.4
WebGL Networking
WebGL performance considerations

Using Audio In WebGL

Audio in WebGL is done differently then on all other platforms. On other platforms we use FMOD internally to supply audio playback and mixing. Since the WebGL platform does not support threads, we need to use a different implementation, which is internally based on the Web Audio API, which lets the browser handle audio playback and mixing for us.

Unfortunately, this limits audio functionality in Unity WebGL to supporting only the most basic features. This page will document what is expected to work. Anything not listed here is not currently supported on WebGL.


Audio sources support basic positional audio playback with pausing and resuming, panning, rolloff, pitch setting, and doppler effect support.

The following AudioSource APIs are supported:




All AudioListener APIs are supported.


Audio clips in WebGL will always be imported in the AAC format, as that is widely supported by different browsers.

The following AudioClip APIs are supported:



  • AudioClip.Create is supported partially: it only works if the streaming parameter is set to false and the complete audio samples can be loaded at the time AudioClip.Create is called. It then creates the clip and loads all samples before returning control.
  • AudioClip.SetData is supported partially: it only works for replacing the entire contents of the AudioClip. The offsetSamples parameter is ignored.


SystemInfo.supportsAudio is not implemented on WebGL and always returns true.


WWW.audioClip should work in WebGL, if the audio clip is in a format which is natively supported by the browser. See Mozilla’s documentation on supported media formats for a list of supported formats in different browsers.


The Microphone class is not supported in WebGL.

WebGL Networking
WebGL performance considerations