Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

AudioClip.SetData

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Declaration

public bool SetData(ReadOnlySpan<float> data, int offsetSamples);

Declaration

public bool SetData(float[] data, int offsetSamples);

Parameters

data Linear buffer of samples to write to the audio clip buffer.
offsetSamples Offset from the start of the audio clip at which to begin writing sample data.

Returns

bool True if all samples are successfully written to the audio clip. False otherwise.

Description

Fills an audio clip with sample data from an Array or Span. Overwrites existing data if necessary.

The samples should be float values ranging from -1.0f to 1.0f. Exceeding these limits causes artifacts and undefined behaviour. The sample count is determined by the length of the ReadOnlySpan or float array. Use the offsetSamples parameter to write into an arbitrary position in the clip. If the length from the offset is longer than the clip length, the write will wrap around and write the remaining samples from the start of the clip.

With compressed audio files, the sample data can only be set when the Load Type is set to Decompress on Load in the Audio Clip importer.

For best performance, the Span version is preferred as it does not require allocating managed memory.

Note: The buffer provided contains a float value per sample and per channel. If your audio clip is stereo, the buffer contains interleaved float values for left channel, right channel, etc.

using UnityEngine;
using Unity.Collections;

public class Example : MonoBehaviour { // Read all the samples from the clip and halve the gain void Start() { AudioSource audioSource = GetComponent<AudioSource>(); var numSamples = audioSource.clip.samples * audioSource.clip.channels; var samples = new NativeArray<float>(numSamples, Allocator.Temp); audioSource.clip.GetData(samples, 0);

for (int i = 0; i < samples.Length; ++i) { samples[i] = samples[i] * 0.5f; }

audioSource.clip.SetData(samples, 0); } }