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Question by chummscrubber · Jul 21, 2013 at 06:30 AM · wwwaudiosourceruntimeaudioclip

Issues importing AudioClip at runtime using WWW class

Hi,

I am having an issue with loading in an OGG audio file to my project. Basically I want to set my game up so that players can drop audio files into a folder called Playlist in the game directory then they can listen to this music while they play.

For some reason my audio clip never becomes instantiated. I have an Audio Source in my scene with this script attached to it.

As you can see I have commented out some code for the time being as I am trying to get a simple case of only 1 audio file playing at this stage.

So my question is what exactly am I doing wrong here? I have printed out the file path and it comes out as file://B:/Users/Matt/Development/Unity Projects/Space Game/Playlist/19_Tumbling_Dice.ogg which is the location to my audio.

However when I print out the audioLoader.audioClip.name it comes out as blank...

 [RequireComponent(typeof(AudioSource))]
 public class MP3AudioImporter : MonoBehaviour {
     
     private List<string> playlist;
     private string musicDir = "B:/Users/Matt/Development/Unity Projects/Space Game/Playlist/";
     private int currIndex = 0;
     
     void Start()
     {
         string[] songs = Directory.GetFiles(@musicDir, "*.ogg", SearchOption.TopDirectoryOnly);
         playlist = new List<string>(songs);
         
         StartAudio();
     }
     
     
     void StartAudio()
     {    
         WWW audioLoader = new WWW("file://" + playlist[currIndex]);
         
         Debug.Log(audioLoader.audioClip.name);
 
         audio.clip = audioLoader.audioClip;
         audio.Play();
         
         /*
         currIndex++;
         
         if (currIndex > playlist.Count)
 
             currIndex = 0;
         }
         
         Invoke("StartAudio", audio.clip.length + 0.5f);
         */
     }
 }
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Answer by Graham-Dunnett · Jul 21, 2013 at 08:55 AM

You have to wait for the WWW to complete before you try and access the data. The documentation has an example you can copy. Also, there is a WWW.GetAudioClip function you can use to try and start accessing the audio before its fully loaded.

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