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Question by dawidk · Jun 02, 2016 at 07:31 PM · audiowebglloadingaudioclip

Loading external mp3 on webGL

Hey!

I am trying to load external mp3 file when using WebGL I am getting:

 Streaming of 'mp3' on this platform is not supported

Here is the code:

 IEnumerator LoadAudio()
     {
         WWW www = new WWW ("file://"+audioPath);
         yield return www;
 
         if (string.IsNullOrEmpty (www.error)) {
 
             audioSource.clip = www.GetAudioClipCompressed (false, AudioType.MPEG);
             audioSource.Play ();
 
         } else {
             Debug.LogError (www.error);
         }
     }

I am totally fine with not streaming it, can read the whole thing before playing. Any pointers?

Thanks!

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Answer by Bunny83 · Jun 03, 2016 at 03:24 AM

No. Unity doesn't support mp3 at runtime on any platform except mobile since mobile devices have a hardware MPEG decoder. On mobile only streaming mp3s are supported as the data can't be processed by the engine itself. The Untiy engine doesn't have a mp3 decoder. The only formats Unity can read at runtime are: ogg, wav, XM, IT, MOD and S3M. Just have a look at the documentation.

If you want to be able to load mp3s at runtime, you would need a third party mp3 decoder which is 100% managed code, otherwise it can't be crosscompiled to JS. One example is this .NET port of JavaLayer released under LGPL. I once used it in a webplayer build in Unity. This library can decode mp3 data and convert it to PCM samples which you can feed to Unity's audiosystem.

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