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Question by Kofthefens · Oct 14, 2012 at 08:10 PM · soundruntimeaudioclip

How do I load an AudioClip from code?

I wish to load a new AudioClip at runtime. The file, let's say "sound.mp3", is stored somewhere on my computer, say "C:\Users\Me\Desktop". I realize that one can bring a file into the editor and use Resources.Load() from there. However, one cannot add in new files once it's compiled, so I would like to just do something along the lines of

 AudioClip clip = new AudioClip("C:\Users\Me\Desktop\sound.mp3");

Thanks!

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Answer by code-blep · Oct 14, 2012 at 08:31 PM

Hi,

A good place to start would be: http://docs.unity3d.com/Documentation/ScriptReference/WWW.GetAudioClip.html

Also if you want to save yourself time check this out (I have used this and it saved a lot of time):

http://u3d.as/content/starscene-software/uni-file-browser/1th

Good luck!

Paul

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Answer by Montraydavis · Oct 14, 2012 at 08:27 PM

Using an Audio Source as mentioned here : http://docs.unity3d.com/Documentation/ScriptReference/AudioSource.html

Also, here is a Video Tutorial on playing sounds .

www.youtube.com/watch?v=0CdwTskhAVg

Also, I found some example code here:

var audioVolume = 1.0; var collisionSoundEffect : AudioClip;

function playSound(){

 Debug.Log("Animation event called");

 audio.volume = audioVolume;

 audio.clip = collisionSoundEffect;

 audio.Play();

}

Also, for loading from PC etc: http://forum.unity3d.com/threads/102934-Play-a-sound-effect-with-code

PS: Thsi is not mine, and I don't claim to own the code . I found it here on the Unity forums, and it works .

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avatar image Kofthefens · Oct 14, 2012 at 08:42 PM 0
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I appreciate your help, but this does not solve the issue. This involves manually importing the sound file into the Unity editor, which I can't do at run time.

Here's a description of what would ideally happen. The user enters in the name of a sound file. Then, the program plays that file.

Still, thank you for the help.

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