Set sample data in a clip. The samples should be floats ranging from 0.0f to 1.0f (exceeding these limits will lead to artifacts and undefined behaviour).
// Read all the samples from the clip and half the gain function Start () { var samples = new float[audio.clip.samples * audio.clip.channels]; audio.clip.GetData(samples, 0); for (var i = 0; i < samples.Length; ++i) samples[i] = samples[i] * 0.5f; audio.clip.SetData(samples, 0); }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { void Start() { float[] samples = new float[audio.clip.samples * audio.clip.channels]; audio.clip.GetData(samples, 0); int i = 0; while (i < samples.Length) { samples[i] = samples[i] * 0.5F; ++i; } audio.clip.SetData(samples, 0); } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def Start() as void: samples as (float) = array[of float]((audio.clip.samples * audio.clip.channels)) audio.clip.GetData(samples, 0) i as int = 0 while i < samples.Length: samples[i] = (samples[i] * 0.5F) ++i audio.clip.SetData(samples, 0)