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If enabled, the audio clip will be down-mixed to a single channel sound. Both Mono and Stereo sounds can be played in 3D. If enabled, the sound will play back in 3D space. This format is best for medium length sound effects and music. The compression results in smaller files but with somewhat lower quality compared to native audio. This option offers higher quality at the expense of larger file size and is best for very short sound effects. The specific format that will be used for the sound at runtime. If the object does already have an Audio Source then the newly dragged clip will replace the one that the source currently uses. Dragging a clip onto on existing GameObject will attach the clip along with a new Audio Source if there isn't one already there. Note: If you want to create an Audio Source just for one Audio Clip that you have in the Assets folder then you can just drag that clip to the scene view - a GameObject with an Audio Source component will be created automatically for it. Assign the Audio Clip property of the Audio Source Component in the Inspector.With the new GameObject selected, select Component->Audio->Audio Source.Go to GameObject->Create Empty from the menubar.Import your audio files into your Unity Project.The Source is like a controller for starting and stopping playback of that clip, and modifying other audio properties. The Clip is the actual sound file that will be played back. Sets how much the engine has an effect on the audio source.Īudio Sources don't do anything without an assigned Audio Clip. Settings that are applied to the audio source if the Audio clip is a 2D Sound. The sound from the audio source behaves accordingly to how you set the graph of roll offs. The further away from the audio source you go, the less you can hear it. The sound is loud when you are close to the audio source, but when you get away from the object it decreases significantly fast. The higher the value, the closer the Listener has to be before hearing the sound.(This is determined by a Graph). Beyond this point it will stay at the volume it would be at MaxDistance units from the listener and will not attenuate any more. The distance where the sound stops attenuating at. Increase the MinDistance of a sound to make it 'louder' in a 3d world, and decrease it to make it 'quieter' in a 3d world. Outside MinDistance it will begin to attenuate. Within the MinDistance, the sound will stay at loudest possible. Sets the spread angle to 3d stereo or multichannel sound in speaker space.ĭetermines how much doppler effect will be applied to this audio source (if is set to 0, then no effect is applied). Sets how much the 3d engine has an effect on the audio source. Settings that are applied to the audio source if the Audio Clip is a 3D Sound. How loud the sound is at a distance of one world unit (one meter) from the Audio Listener.Īmount of change in pitch due to slowdown/speed up of the Audio Clip. Use 0 for music tracks to avoid it getting occasionally swapped out. If disabled, you need to start it using the Play() command from scripting.Įnable this to make the Audio Clip loop when it reaches the end.ĭetermines the priority of this audio source among all the ones that coexist in the scene. If enabled, the sound will start playing the moment the scene launches. This Is to quickly "by-pass" filter effects applied to the audio source.
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If enabled the sound will be playing but muted. Reference to the sound clip file that will be played. Try both to find what suits your game best. You should attach the Audio Listener to either the Main Camera or to the GameObject that represents the player. For example, if your character walks off a street into a night club, the night club's music should probably be 2D, while the individual voices of characters in the club should be mono with their realistic positioning being handled by Unity. If the Sources are 3D (see import settings in Audio Clip), the Listener will emulate position, velocity and orientation of the sound in the 3D world (You can tweak attenuation and 3D/2D behavior in great detail in Audio Source). Each scene can only have 1 Audio Listener to work properly. When the Audio Listener is attached to a GameObject in your scene, any Sources that are close enough to the Listener will be picked up and output to the computer's speakers. The Audio Listener works in conjunction with Audio Sources, allowing you to create the aural experience for your games.