loop
Checks if the audio clip is looping
Read time 2 minutesLast updated 4 days ago
Definition
- Type: Property
- Namespace: UnityEngine
- Assembly: UnityEngine.AudioModule
public bool loop { get; set; }
Remarks
Return or set whether the audio clip replays after it finishes playing. Disable looping on a playing AudioSource to stop the sound after the end of the current loop. Use the checkbox in the AudioSource component to enable or disable looping without code.
Examples
//Create an empty GameObject and attach this script//Attach an AudioSource component. (Click on the GameObject, go to its Inspector and click <b>Add Component</b> Button. Go to <b>Audio</b>><b>Audio Source</b>)//Attach an Audio clip in the AudioClip field of the AudioSource//Create a Button (<b>Create</b>><b>UI</b>><b>Button</b>) and a Toggle (<b>Create</b>><b>UI</b>><b>Toggle</b>). Attach these in the Inspector of your GameObject.//This script allows you to toggle the loop of a sound on or offusing UnityEngine;using UnityEngine.UI;public class AudioSourceLoop : MonoBehaviour{ AudioSource m_AudioSource; public Toggle m_Toggle; public Button m_Button; void Start() { //Fetch the AudioSource component of the GameObject (make sure there is one in the Inspector) m_AudioSource = GetComponent<AudioSource>(); //Stop the Audio playing m_AudioSource.Stop(); //Call the PlayButton function when you click this Button m_Button.onClick.AddListener(PlayButton); } void Update() { //Turn the loop on and off depending on the Toggle status m_AudioSource.loop = m_Toggle.isOn; } //This plays the Audio clip when you press the Button void PlayButton() { m_AudioSource.Play(); }}