LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Obsolete
The _3D argument of AudioClip is deprecated. Use the spatialBlend property of AudioSource instead to morph between 2D and 3D playback.

AudioClip.Create

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public static function Create(name: string, lengthSamples: int, channels: int, frequency: int, stream: bool): AudioClip;
public static AudioClip Create(string name, int lengthSamples, int channels, int frequency, bool stream);
public static function Create(name: string, lengthSamples: int, channels: int, frequency: int, stream: bool, pcmreadercallback: AudioClip.PCMReaderCallback): AudioClip;
public static AudioClip Create(string name, int lengthSamples, int channels, int frequency, bool stream, AudioClip.PCMReaderCallback pcmreadercallback);
public static function Create(name: string, lengthSamples: int, channels: int, frequency: int, stream: bool, pcmreadercallback: AudioClip.PCMReaderCallback, pcmsetpositioncallback: AudioClip.PCMSetPositionCallback): AudioClip;
public static AudioClip Create(string name, int lengthSamples, int channels, int frequency, bool stream, AudioClip.PCMReaderCallback pcmreadercallback, AudioClip.PCMSetPositionCallback pcmsetpositioncallback);
public static function Create(name: string, lengthSamples: int, channels: int, frequency: int, _3D: bool, stream: bool): AudioClip;
public static AudioClip Create(string name, int lengthSamples, int channels, int frequency, bool _3D, bool stream);
public static function Create(name: string, lengthSamples: int, channels: int, frequency: int, _3D: bool, stream: bool, pcmreadercallback: AudioClip.PCMReaderCallback): AudioClip;
public static AudioClip Create(string name, int lengthSamples, int channels, int frequency, bool _3D, bool stream, AudioClip.PCMReaderCallback pcmreadercallback);
public static function Create(name: string, lengthSamples: int, channels: int, frequency: int, _3D: bool, stream: bool, pcmreadercallback: AudioClip.PCMReaderCallback, pcmsetpositioncallback: AudioClip.PCMSetPositionCallback): AudioClip;
public static AudioClip Create(string name, int lengthSamples, int channels, int frequency, bool _3D, bool stream, AudioClip.PCMReaderCallback pcmreadercallback, AudioClip.PCMSetPositionCallback pcmsetpositioncallback);

Parameters

name Name of clip.
lengthSamples Number of sample frames.
channels Number of channels per frame.
frequency Sample frequency of clip.
_3D Audio clip is played back in 3D.
stream True if clip is streamed, that is if the pcmreadercallback generates data on the fly.
pcmreadercallback This callback is invoked to generate a block of sample data. Non-streamed clips call this only once at creation time while streamed clips call this continuously.
pcmsetpositioncallback This callback is invoked whenever the clip loops or changes playback position.

Returns

AudioClip A reference to the created AudioClip.

Description

Creates a user AudioClip with a name and with the given length in samples, channels and frequency.

Set your own audio data with SetData. Use the PCMReaderCallback and PCMSetPositionCallback delegates to get a callback whenever the clip reads data and changes the position. If stream is true, Unity will on demand read in small chunks of data. If it's false, all the samples will be read during the creation.

#pragma strict
public var position: int = 0;
public var samplerate: int = 44100;
public var frequency: float = 440;
function Start() {
	var myClip: AudioClip = AudioClip.Create("MySinusoid", samplerate * 2, 1, samplerate, true, OnAudioRead, OnAudioSetPosition);
	var aud: AudioSource = GetComponent.<AudioSource>();
	aud.clip = myClip;
	aud.Play();
}
function OnAudioRead(data: float[]) {
	var count: int = 0;
	while ( count < data.Length ) {
		data[count] = Mathf.Sign(Mathf.Sin(2 * Mathf.PI * frequency * position / samplerate));
		position++;
		count++;
	}
}
function OnAudioSetPosition(newPosition: int) {
	position = newPosition;
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public int position = 0; public int samplerate = 44100; public float frequency = 440; void Start() { AudioClip myClip = AudioClip.Create("MySinusoid", samplerate * 2, 1, samplerate, true, OnAudioRead, OnAudioSetPosition); AudioSource aud = GetComponent<AudioSource>(); aud.clip = myClip; aud.Play(); } void OnAudioRead(float[] data) { int count = 0; while (count < data.Length) { data[count] = Mathf.Sign(Mathf.Sin(2 * Mathf.PI * frequency * position / samplerate)); position++; count++; } } void OnAudioSetPosition(int newPosition) { position = newPosition; } }