Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Cinematronic · Oct 28, 2012 at 10:37 AM · gameobjectaudioclipplayoneshotvs

Which is faster: AudioClips or GameObjects with Audio attached?

Hello, I've got a gun script, the prefab has not an AudioSource attached, every time I hit "Fire1" it shoots, and instantiate a gameobject with an audio clip attached to it. It works fine. This is the point in question:

             var holdSound : GameObject
             if (Input.GetButton("Fire1"))
             {
                      //Shoot part...
 
                     if (bulletSound)
                         holdSound = Instantiate(bulletSound, bulletSpawn.transform.position, bulletSpawn.transform.rotation);
             }

The question is: It would be more convenient for my code optimization to attach an AudioSource to the gun and play AudioClips directly without Instantiating gameobjects everytime i hit fire?

For example:

         if (Input.GetButtonDown("Fire1"))
         {
                 //Shoot Part...
                 audio.PlayOneShot(bulletSound);
         }

What's the difference between both methods?

Thanks.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Piflik · Oct 28, 2012 at 10:44 AM

Instantiate takes quite a bit of resources, so making the gun play the sound is the better way to do it. Although I would use audio.play instead of PlayOneShot, since the latter is not really better in terms of resources than instantiate, because it is more or less the same thing.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Cinematronic · Oct 30, 2012 at 05:05 AM 0
Share

Thank you for the advice, I'll try it!

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

10 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to call(start play) Sound attached to a gameObject by destroing other gameObject? 1 Answer

audioclip is not working 0 Answers

My AudioClip wont loop even though loop is true 1 Answer

2d PlayAudioOneShot inconsistent behavior 0 Answers

Playing many audioclips with PlayOneShot causes all sound to cut out. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges