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Unity Engine


AudioDataLoadState

Value describes the current load state of the audio data associated with an AudioClip.
Read time 2 minutesLast updated 6 days ago

Definition

  • Type: Enum
  • Namespace: UnityEngine
  • Assembly: UnityEngine.AudioModule
public enum AudioDataLoadState

Remarks

This enumeration is useful if you want to:
  • Only load audio data if the data isn’t already loaded.
  • Perform actions while the audio data loads.
  • Track progress and failures of the load.
  • Make sure certain actions don’t start until the audio starts to load or has finished loading.
Use AudioClip.LoadAudioData and AudioClip.UnloadAudioData to load and unload the audio data of the AudioClip.
Additional Resources: _loadState, AudioClip.UnloadAudioData

Examples

// If you click the button, it will load and play the sound you attach to this GameObject. // If you click the button again, the sound will stop and the audio data will unload. // Assign this script to a GameObject and assign a Button and an AudioClip in the Inspector. using UnityEngine;using System.Collections;using UnityEngine.UI;using TMPro;public class AudioDataLoadStateExample : MonoBehaviour{ public Button playButton; public AudioClip audioClip; TextMeshProUGUI buttonText; AudioSource audioSource; void Awake() { // Create and attach an AudioSource to the GameObject to play the audio. audioSource = gameObject.AddComponent<AudioSource>(); if (audioClip != null) { audioSource.clip = audioClip; if (playButton != null) { buttonText = playButton.GetComponentInChildren<TextMeshProUGUI>(); buttonText.text = "Play"; playButton.onClick.AddListener(OnPlayStopButtonClicked); } else Debug.LogError("Button not assigned in Inspector."); } else Debug.LogError("AudioClip not assigned in Inspector."); } void OnPlayStopButtonClicked() { // Load and play the audio if the audio isn't playing. if (audioSource.isPlaying == false) { if (!audioClip.preloadAudioData) { audioClip.LoadAudioData(); } StartCoroutine(CheckLoadAudioClip()); } // Button clicked in Stop state, so if the audio is playing, stop and unload. else { audioSource.Stop(); audioClip.UnloadAudioData(); // Don't want the audio to be playable again, so remove button. playButton.gameObject.SetActive(false); } } private IEnumerator CheckLoadAudioClip() { // Check if the audio clip has finished loading. while (audioClip.loadState == AudioDataLoadState.Loading) { Debug.Log($"AudioClip {audioClip.name} is still loading..."); yield return null; } switch (audioClip.loadState) { case AudioDataLoadState.Unloaded: { Debug.Log($"AudioClip {audioClip.name} is still unloaded."); break; } case AudioDataLoadState.Failed: { Debug.Log($"AudioClip {audioClip.name} failed to load."); break; } case AudioDataLoadState.Loaded: { Debug.Log($"AudioClip {audioClip.name} is fully loaded."); audioSource.Play(); buttonText.text = "Stop"; break; } } }}

Fields

Value

Description

FailedValue returned by AudioClip.loadState for an AudioClip that has failed loading its audio data.
LoadedValue returned by AudioClip.loadState for an AudioClip that has succeeded loading its audio data.
LoadingValue returned by AudioClip.loadState for an AudioClip that is currently loading audio data.
UnloadedValue returned by AudioClip.loadState for an AudioClip that has no audio data loaded and where loading has not been initiated yet.