Folks I'm having trouble creating an audio source and assigning it a clip in Unity.
I'm streaming a file and the debugger tells me it's found the file and it's ready to play using the following code.
@script RequireComponent(AudioSource)
var www : WWW;
var audioSource: AudioSource = gameObject.AddComponent<AudioSource>();
var myAudioClip: AudioClip;
function Start ()
{
www = new WWW ("file://" + Application.dataPath.Substring (0, Application.dataPath.LastIndexOf ("/")) + "/Assets/intro.wav");
myAudioClip = www.audioClip;
Debug.Log(myAudioClip.isReadyToPlay);
}
However the debugger gives me errors in my audioSource declaration.
Unexpected Token: )
expecting ), found ';'
'; expected, insert a semicolon at the end.
This error points at the line
var audioSource: AudioSource = gameObject.AddComponent();
Ultimately my aim is to then assign the clip to the audioSource and let rip!
You already have declared that a component of AudioSource is needed;
@script RequireComponent(AudioSource)
So no need to add it as a component. I don't normally use UnityScript but here's the code you want;
@script RequireComponent(AudioSource)
var www : WWW;
var audioSource : AudioSource;
var myAudioClip : AudioClip;
function Start () {
audioSource = GetComponent(AudioSource);
StartCoroutine( LoadAudio( "file://" + Application.dataPath.Substring (0, Application.dataPath.LastIndexOf ("/")) + "/Assets/intro.wav" ) );
}
function LoadAudio( path : String ) {
www = new WWW ( path );
yield www;
myAudioClip = www.audioClip;
Debug.Log(myAudioClip.isReadyToPlay);
}
To use the WWW class you can use coroutines to wait until it's done loading the asset you require. Or you can keep checking whether www.isDone is true.
Documentation; http://docs.unity3d.com/ScriptReference/Coroutine.html