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  1. Nov 29, 2020 · I am working on a game and I am trying to add a sound effect. using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerController : MonoBehaviour { pri...

  2. Jun 12, 2016 · Resources.Load() requires that you have a Resources directory as a chils of the Assets directory where you put everything that has to be loaded with that method. In your case create a Resources directory and then move in your Sounds directory. EDIT: the you can simplify your call in this way. sound = Resources.Load<AudioClip>(path);

  3. Sep 22, 2022 · while (audioSource.isPlaying) Debug.Log("Audio Playing "+audioSource.time + ", " + clp.length); yield return new WaitForEndOfFrame(); //Doing some action. In this screenshot, you can see the time get to the end and start over: Note: It's working as expected in the editor. It's not working only in the WebGL Build.

  4. Jan 25, 2023 · Simple 3D audio is just audio where panning and volume depend on the direction and distance from the listener respectively. Unity does this automatically, letting you define additional parameters on a per- Audio Source basis: Panning: you can control the Spatial Blend parameter to prevent left-only or right-only audio in certain cases. The ...

  5. May 20, 2019 · Let's say I have three objects: A plane with a reverb zone attached (some echo-effect), a movable sphere with an audio source and a player character with an audio listener. If I use the player character to push the sphere onto the plane the audio will be echoed, but as soon as the player leaves the plane the audio loses it's effect, because the listener left the zone.

  6. Jan 13, 2024 · A NullReferenceException means you tried to "reach into" an object (ie. with a .dot or an [index]) while that object reference is set to null, meaning that there's no object there to reach into. It's like if I asked you what color your car is, and you don't own a car: there's no valid answer to that question because the premise is wrong.

  7. Oct 31, 2018 · Now, a bit of Unity experience tells us that “The Object you want to Instantiate is null” is caused by Instantiate(). So, that means prefab is null. So that means Resources.Load returns null. The documentation for Resources.Load says "Returns the asset at path if it can be found otherwise returns null."

  8. Jul 17, 2023 · Put this script into the folder named Editor and you will get list with audioClips in your inspector. Set slider to count of elements and empty slots appear. using System; using System.Collections.Generic; using UnityEditor; using UnityEngine; [CustomEditor (typeof (AudioSource))] public class AudioSourceEditor : Editor { public List<AudioClip ...

  9. In that case you might want to use the cleaner solution using the Audio Mixer system and Audio Mixer Snapshots. Create a second audio mixer "Music". Assign that master audio group of that mixer to the Output of your background music Audio Source. It should now still work as normal. Create two snapshots in the Music audio mixer.

  10. Jun 18, 2020 · string - Non-Public members m_CachedPtr 0x1e770033870 System.IntPtr m_InstanceID -1186 int m_UnityRuntimeErrorString null string activeInHierarchy true bool activeSelf true bool audio System.NotSupportedException: audio property has been deprecated UnityEngine.Component constantForce System.NotSupportedException: constantForce property has been ...

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