AudioSource Manual     Reference     Scripting  
Scripting > Runtime Classes > AudioSource
AudioSource Inherits from Behaviour

A representation of audio sources in 3D.

An AudioSource is attached to a GameObject for playing back sounds in a 3D environment. Mono sounds play back 3D. In order to play 3D sounds you also need to have a AudioListener. The audio listener is normally attached to the camera you want to use. Stereo sounds are always played back without distance based attenuation.

You can play a single audio clip using Play, Pause and Stop. You can also adjust its volume while playing using volume property, or seek using time. Multiple sounds can be played on one AudioSource using PlayOneShot. You can play a clip at a static position in 3D space using PlayClipAtPoint.

See Also: AudioListener, AudioClip, AudioSource component.

Variables
volume

The volume of the audio source.

pitch

The pitch of the audio source.

time

Playback position in seconds.

timeSamples

Playback position in PCM samples.

clip

The default AudioClip to play

isPlaying

Is the clip playing right now (Read Only)?

loop

Is the audio clip looping?

ignoreListenerVolume

This makes the audio source not take into account the volume of the audio listener.

playOnAwake

If set to true, the audio source will automatically start playing on awake

velocityUpdateMode

Whether the Audio Source should be updated in the fixed or dynamic update.

panLevel

Sets how much the 3d engine has an effect on the channel.

bypassEffects

Bypass effects (Applied from filter components or global listener filters)

dopplerLevel

Sets the Doppler scale for this AudioSource

spread

Sets the spread angle a 3d stereo or multichannel sound in speaker space.

priority

Sets the priority of the AudioSource

mute

Un- / Mutes the AudioSource. Mute sets the volume=0, Un-Mute restore the original volume.

minDistance

Within the Min distance the AudioSource will cease to grow louder in volume.

maxDistance

(Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.

pan

Sets a channels pan position linearly. Only works for 2D clips.

rolloffMode

Sets/Gets how the AudioSource attenuates over distance

Functions
Play

Plays the clip.

Stop

Stops playing the clip.

Pause

Pauses playing the clip.

PlayOneShot

Plays an AudioClip.

GetOutputData

Returns a block of the currently playing source's output data

GetSpectrumData

Returns a block of the currently playing source's spectrum data

Class Functions
PlayClipAtPoint

Plays the clip at position. Automatically cleans up the audio source after it has finished playing.

Inherited members
Inherited Variables
enabled

Enabled Behaviours are Updated, disabled Behaviours are not.

transform

The Transform attached to this GameObject (null if there is none attached).

rigidbody

The Rigidbody attached to this GameObject (null if there is none attached).

camera

The Camera attached to this GameObject (null if there is none attached).

light

The Light attached to this GameObject (null if there is none attached).

animation

The Animation attached to this GameObject (null if there is none attached).

constantForce

The ConstantForce attached to this GameObject (null if there is none attached).

renderer

The Renderer attached to this GameObject (null if there is none attached).

audio

The AudioSource attached to this GameObject (null if there is none attached).

guiText

The GUIText attached to this GameObject (null if there is none attached).

networkView

The NetworkView attached to this GameObject (Read Only). (null if there is none attached)

guiTexture

The GUITexture attached to this GameObject (Read Only). (null if there is none attached)

collider

The Collider attached to this GameObject (null if there is none attached).

hingeJoint

The HingeJoint attached to this GameObject (null if there is none attached).

particleEmitter

The ParticleEmitter attached to this GameObject (null if there is none attached).

gameObject

The game object this component is attached to. A component is always attached to a game object.

tag

The tag of this game object.

name

The name of the object.

hideFlags

Should the object be hidden, saved with the scene or modifiable by the user?

Inherited Functions
GetComponent

Returns the component of Type type if the game object has one attached, null if it doesn't.

GetComponent.<T>

GetComponent

Returns the component with name type if the game object has one attached, null if it doesn't.

GetComponentInChildren

Returns the component of Type type in the GameObject or any of its children using depth first search.

GetComponentInChildren.<T>

GetComponentsInChildren

Returns all components of Type type in the GameObject or any of its children.

GetComponentsInChildren.<T>

GetComponents

Returns all components of Type type in the GameObject.

GetComponents.<T>

CompareTag

Is this game object tagged tag?

SendMessageUpwards

Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour

SendMessage

Calls the method named methodName on every MonoBehaviour in this game object.

BroadcastMessage

Calls the method named methodName on every MonoBehaviour in this game object or any of its children.

GetInstanceID

Returns the instance id of the object.

ToString

Returns the name of the game object.

Inherited Class Functions
operator bool

Does the object exist?

Instantiate

Clones the object original and returns the clone.

Instantiate.<T>

Destroy

Removes a gameobject, component or asset.

DestroyImmediate

Destroys the object obj immediately. It is strongly recommended to use Destroy instead.

FindObjectsOfType

Returns a list of all active loaded objects of Type type.

FindObjectOfType

Returns the first active loaded object of Type type.

operator ==

Compares if two objects refer to the same

operator !=

Compares if two objects refer to a different object

DontDestroyOnLoad

Makes the object target not be destroyed automatically when loading a new scene.