Description
A representation of audio sources in 3D.
An AudioSource is attached to a
GameObject for playing back sounds in a 3D environment.
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.
Whether sounds are played in 3D or 2D is determined by
AudioImporter settings.
You can play a single audio clip using
Play,
Pause and
Stop.
You can also adjust its volume while playing using the
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.
bypassEffects |
Bypass effects (Applied from filter components or global listener filters). |
clip |
The default AudioClip to play. |
dopplerLevel |
Sets the Doppler scale for this AudioSource. |
ignoreListenerPause |
Allows AudioSource to play even though AudioListener.pause is set to true. This is useful for the menu element sounds or background music in pause menus. |
ignoreListenerVolume |
This makes the audio source not take into account the volume of the audio listener. |
isPlaying |
Is the clip playing right now (Read Only)? |
loop |
Is the audio clip looping? |
maxDistance |
(Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at. |
minDistance |
Within the Min distance the AudioSource will cease to grow louder in volume. |
mute |
Un- / Mutes the AudioSource. Mute sets the volume=0, Un-Mute restore the original volume. |
pan |
Sets a channels pan position linearly. Only works for 2D clips. |
panLevel |
Sets how much the 3d engine has an effect on the channel. |
pitch |
The pitch of the audio source. |
playOnAwake |
If set to true, the audio source will automatically start playing on awake. |
priority |
Sets the priority of the AudioSource. |
rolloffMode |
Sets/Gets how the AudioSource attenuates over distance. |
spread |
Sets the spread angle a 3d stereo or multichannel sound in speaker space. |
time |
Playback position in seconds. |
timeSamples |
Playback position in PCM samples. |
velocityUpdateMode |
Whether the Audio Source should be updated in the fixed or dynamic update. |
volume |
The volume of the audio source (0.0 to 1.0). |
GetOutputData |
Returns a block of the currently playing source's output data. |
GetSpectrumData |
Returns a block of the currently playing source's spectrum data. |
Pause |
Pauses playing the clip. |
Play |
Plays the clip with an optional certain delay. |
PlayDelayed |
Plays the clip with a delay specified in seconds. Users are advised to use this function instead of the old Play(delay) function that took a delay specified in samples relative to a reference rate of 44.1 kHz as an argument. |
PlayOneShot |
Plays an AudioClip, and scales the AudioSource volume by volumeScale. |
PlayScheduled |
Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from. |
SetScheduledEndTime |
Changes the time at which a sound that has already been scheduled to play will end. Notice that depending on the timing not all rescheduling requests can be fulfilled. |
SetScheduledStartTime |
Changes the time at which a sound that has already been scheduled to play will start. |
Stop |
Stops playing the clip. |
enabled |
Enabled Behaviours are Updated, disabled Behaviours are not. |
animation |
The Animation attached to this GameObject (null if there is none attached). |
audio |
The AudioSource attached to this GameObject (null if there is none attached). |
camera |
The Camera attached to this GameObject (null if there is none attached). |
collider |
The Collider attached to this GameObject (null if there is none attached). |
collider2D |
The Collider2D component attached to the object. |
constantForce |
The ConstantForce 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. |
guiText |
The GUIText attached to this GameObject (null if there is none attached). |
guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached). |
hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
light |
The Light 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). |
particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
particleSystem |
The ParticleSystem attached to this GameObject (null if there is none attached). |
renderer |
The Renderer attached to this GameObject (null if there is none attached). |
rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
rigidbody2D |
The Rigidbody2D that is attached to the Component's GameObject. |
tag |
The tag of this game object. |
transform |
The Transform attached to this GameObject (null if there is none attached). |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
name |
The name of the object. |
BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag |
Is this game object tagged with tag? |
GetComponent |
Returns the component of Type 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. |
GetComponents |
Returns all components of Type type in the GameObject. |
GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |