If you use AudioSource.Play it will stop playing the current clip and only play the new one.Īnd then simply add a counter for the currently played clip index with wrap around like e.g. for letting a sound finish playing with reverb etc while the next hit already triggers the next sound so they blend together. These types of EQ changes are where Unity really starts to suck compared to FMOD and WWise middleware solutions. Select the gameObject with the multiple AudioSources. Open a new Inspector tab (Right click on the first Inspector tab > Add tab > Inspector), and move it so that you can see both Inspector tabs. In general I would rather use AudioSource.PlayOneShot in your use case in order to not interrupt currently playing sounds but allow multiple concurrent sounds. Lock the inspector using the little lock at the top right of the inspector. Your name Your email Suggestion Submit suggestion. and how fast its moving if its moving at all (If youve studied Physics. And thank you for taking the time to help us improve the quality of Unity Documentation. In this tutorial we will see how we can add audio to our game and play the. In this tutorial, youll prepare in import audio files, and add Audio Source and Audio Listener. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. It allows you to mix and master in real time, and it can replicate 3D spatial sound effects like echo, object movement (like the sound of a fast-moving car), and reverb. If your audio works fine in the Unity editor but not in the build, it could be that you are using OnValidate() to store the reference to your AudioSource component in a private field. Unity - Scripting API: AudioSource.pitch Scripting API UnityEngine UnityEngine.Accessibility UnityEngine.AI UnityEngine.Analytics UnityEngine.Android UnityEngine. Unity’s audio system imports most standard audio file formats. Actually I would rather expect only the last sound in your array to be played. The checklist provided by Programmer helped me to remove other possibilities and find yet another potential problem to consider. Currently you are starting all sounds at once! Remember that your entire loop is executed in one single go.
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