![]() 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. 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. ![]()
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