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Question by cislunarseraph · May 30, 2012 at 07:34 AM · audioclippostprocess

AudioClip newClip.name is null in OnPostProcessAudio( AudioClip newClip), how to fix/get name?

Problem solved: I don't own the pro version of Unity3d and thus cannot access the asset pipeline via script, as per the License Comparison of the editor: http://unity3d.com/unity/licenses

I've created an editor script that creates a prefab for an AudioClip whenever it is imported (or reimported).

The problem I have is that in the OnPostProcessAudio() function call I need to access the name of the recently added/edited AudioClip but the name variable of the AudioClip is always null/empty.

Here's the code:

 using UnityEngine;
 using System.Collections;
 using UnityEditor;
 
 public class AudioPrefabGenerater : AssetPostprocessor
 {
     public void OnPostprocessAudio (AudioClip newClip)
     {
         //This gets the audio prefab directory 
         string audioPrefabDirPath = AudioManager.GetAudioPrefabDirFullPath();
         //This creates the file name from the newClip's name and its extension (prefab)
         string fileName = newClip.name+".prefab";
         //This creates an empty prefab in the audioPrefab directory
         Object emptyPrefab = PrefabUtility.CreateEmptyPrefab(audioPrefabDirPath+fileName);
         //This creates a new GameObject with newClip's name
         GameObject newAudioGo = new GameObject(newClip.name);
         //Add the AudioSource component and set the clip to be newClip
         newAudioGo.AddComponent<AudioSource>().clip = newClip;
         
         PrefabUtility.ReplacePrefab(newAudioGo.gameObject, emptyPrefab, ReplacePrefabOptions.ConnectToPrefab);
         Editor.DestroyImmediate(newAudioGo);
     }
 }


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Answer by Paulius-Liekis · May 30, 2012 at 09:04 AM

I don't know why it's empty, but you can try using AssetPostprocessor.assetPath instead.

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avatar image cislunarseraph · May 30, 2012 at 10:37 AM 0
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Thanks for the reply, but I've figured it out (I don't own Unity3d Pro and thus cannot access the asset pipeline via script).

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Answer by radiantSil · Jan 15, 2015 at 01:38 PM

Use This:

     void OnPostprocessAudio(AudioClip nullClip)
         {
             var audioClip = AssetDatabase.LoadAssetAtPath(assetPath, typeof(AudioClip)) as AudioClip;
     
             //use audioClip instead of nullClip
     
         }
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