This page only provides information about audio capabilities in WebGL. To learn how to use audio in your Unity project, see the Audio Overview.
Unity WebGL has limited audio functionality and only supports the basic features, because Unity usually uses FMOD to manage audio for platforms. However, FMOD relies on threads, which WebGL does not support. For this reason, Unity uses an implementation based on the internal Web Audio API, which enables the browser to handle audio playback and mixing.
Unity WebGL supports the following API classes:
Class | WebGL Support status |
---|---|
AudioSouce | WebGL supports some APIs. See AudioSource for specific support details. |
AudioListener | All APIs supported. |
AudioClip | WebGL supports some APIs. See AudioClip for specific support details. |
SystemInfo.supportsAudio | The browser provides audio support for WebGL. For this reason, SystemInfo.supportsAudio is always true. |
Microphone | 不支持。 |
The AudioSource API supports basic positional audio playback, including:
Unity WebGL supports the following AudioSource APIs:
属性 | Summary |
---|---|
Clip | Determines the audio clip that plays next. |
dopplerLevel | Sets the Doppler scale for the AudioSource. |
ignoreListenerPause | Allows AudioSource to ignore AudioListener.pause and continue to play audio. |
ignoreListenerVolume | Ignores the end-user’s AudioSource volume. |
isPlaying | Returns true if the AudioSource.clip is playing. |
loop | Allows the application to loop the AudioSource.clip . |
maxDistance | Sets the maximum distance at which the AudioSource.clip stops attenuating or becomes inaudible. |
minDistance | Sets the minimum distance at which the AudioSource.clip no longer rises in volumes. The sound starts to attenuate beyond the minimum distance. |
mute | Mutes the AudioSource. |
pitch | Sets the pitch of the AudioSource.clip . WebGL only supports positive pitch values. |
playOnAwake | Plays the AudioSource on Awake. |
rolloffMode | Sets the AudioSource attenuation over distance. |
time | Sets the playback position in seconds. |
timeSamples | Sets the playback position in Pulse-code modulation (PCM) samples. |
velocityUpdateMode | Sets whether the AudioSource updates in the fixed or dynamic update loop. |
volume | Sets the volume of the AudioSource (0.0 to 1.0). |
方法 | Summary |
---|---|
Pause | Pauses the AudioSource.clip . |
Play | Plays the AudioSource.clip . |
PlayDelayed | Plays the AudioSource.clip with a delay you specify in seconds. |
PlayOneShot | Plays an AudioClip and scales the AudioSource volume by volumeScale. |
PlayScheduled | Plays the AudioSource at a time you specify. |
SetScheduledEndTime | Sets a time that a scheduled AudioSource.clip ends. |
SetScheduledStartTime | Sets the time that a scheduled AudioSource.clip starts. |
Stop | Stops playing the AudioSource.clip . |
UnPause | Unpauses a paused AudioSource.clip . |
PlayClipAtPoint | Plays an AudioSource.clip at a given position in the worldspace. |
Unity WebGL imports AudioClip files in the AAC Format, which is widely browser supported. Unity WebGL supports the following AudioClip APIs:
属性 | Summary |
---|---|
length | The length of the AudioClip in seconds. |
loadState | Returns the current load state of the audio data associated with an AudioClip. |
samples | The length of the AudioClip in samples. |
loadType | The load type of the clip. You can set the AudioClip load type in the Inspector. |
方法 | Summary | 其他信息 |
---|---|---|
AudioClip.Create | Creates an AudioClip with a name and length you specify. | Unity WebGL partially supports AudioClip.Create . Browsers do not support dynamic streaming, so to use AudioClip.Create , set the Stream to false. |
AudioClip.SetData | Sets sample data in an AudioSource.clip. | Unity WebGL partially supports AudioClip.SetData . You can only use this method to replace the contents of an AudioClip. On WebGL, Unity ignores the offsetSample parameter. |
Unity WebGL does not support compressed audio.
For security reasons, browsers don’t allow audio playback until an end user interacts with your application webpage via a mouse click, touch event or key press. Use a loading screen to allow the end user to interact with your application and start audio playback before your main content begins.