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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.
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 |
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 |
PlayClipAtPoint |
Plays the clip at position. Automatically cleans up the audio source after it has finished playing. |
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? |
GetComponent |
Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponent.<T> |
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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> |
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GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInChildren.<T> |
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GetComponents |
Returns all components of Type type in the GameObject. |
GetComponents.<T> |
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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. |
operator bool |
Does the object exist? |
Instantiate |
Clones the object original and returns the clone. |
Instantiate.<T> |
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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. |