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Audio source emits sounds from another audio listener?
Pretty much like Render Textures on cameras and materials, but with audio instead. Sounds simple enough.... is it???
Edit: To be more clear>> I am looking for a way to have an audio source receive information from another listener, like a microphone, and emit it so that my "main" audio listener can hear it, much like a render texture where a material can have info from another cam so that the main cam can see it as part of the world :)
An AudioSource is attached to a GameObject for playing back sounds in a 3D environment.. In order to play 3D sounds you also need to have a AudioListener. The audio listener is normally attached to the camera you want to use.. when working with sound most of the time you are writing
AudioSource.clip=yoursound; and AudioSource.play() and AudioSource.PlayClipAtPoint()
There shoud be only 1 audio listener in scene
That... isn't what I mean... What I mean is that I am looking for a way to have an audio source that emit sounds heard at another location, like a microphone. Just like render textures, where a camera projects its recorded image onto a material so that another camera can see it, you have an audio listener (or equivalent) sends information of what it hears onto another audio source so that my "main" audio listener can hear it.
Sorry for that, I'll edit it so that others can understand what I mean. THAN$$anonymous$$S for da reply :)
if you mean record audio in game and play it in another audio source with different position : take look at here: https://forum.unity.com/threads/writing-audiolistener-getoutputdata-to-wav-problem.119295/
after saving audio clip just set it by :
AudioSource.clip=yoursound;
and play it by:
AudioSource.play()
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