class in UnityEngine
/
Inherits from:Audio.AudioResource
/
Implemented in:UnityEngine.AudioModule
A container for audio data.
An AudioClip stores the audio file either compressed as ogg vorbis or uncompressed.
AudioClips are referenced and used by AudioSources to play sounds.
Additional resources: AudioClip component in the Components Reference.
ambisonic | Returns true if this audio clip is ambisonic (read-only). |
channels | The number of channels in the audio clip. (Read Only) |
frequency | The sample frequency of the clip in Hertz. (Read Only) |
length | The length of the audio clip in seconds. (Read Only) |
loadInBackground | Enable this property to load the AudioClip asynchronously in the background instead of on the main thread. Set this property in the Inspector (Read Only). |
loadState | Returns the current load state of the audio data associated with an AudioClip. |
loadType | The load type of the clip (read-only). |
preloadAudioData | Enable this property in the Inspector to preload audio data from the audio clip when loading the clip Asset (Read Only). |
samples | The length of the audio clip in samples. (Read Only) |
GetData | Fills an array with sample data from the audio clip. |
LoadAudioData | Loads the asset data of an AudioClip into memory, so it will immediately be ready to play. |
SetData | Fills an audio clip with sample data from an array or Span. Overwrites existing data if necessary. |
UnloadAudioData | Unloads the audio data associated with the clip. This works only for AudioClips that are based on actual sound file assets. |
Create | Creates a user AudioClip with a name and with the given length in samples, channels and frequency. |
PCMReaderCallback | Unity calls this delegate each time AudioClip reads data. |
PCMSetPositionCallback | Unity calls this delegate each time AudioClip changes read position. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |