Questions in topic: "audio listener" The latest questions for the topic "audio listener" Get spectrum data from specific Audio Mixer? Is there a way to get the spectrum data of a specific mixer rather than the audio listener? I need ambient audio to be playing that is separate from the audio being used for visualization. I've got visualization working for both audio sources and the audio listener, but I want to visualize a layered soundscape separate from the ambient audio. audio audiosource audio listener mixing mix Tue, 08 Jan 2019 23:39:39 GMT BuzzardMercure Make Audio Listener hear certain audio Hi guys, In my level I have an inventory. When It is open I would like the timescale to be 0, but when the inventory is closed it will be back to 1. Problem with this is this causes some audio issues, so i've paused the cameras audio listener too along with the time.timescale being 0 when the inventory is open. This all works fine, however, it all seems rather empty in terms of sound. so I thought add some ambient music when the inventory is open. How would I do this, if the audiolistener is paused? So I thought, Have a second object with an audio listener that gets enabled only when the inventory is open, that is set to only hear the ambient sound. is this possible? Thanks audio listener Fri, 04 Jan 2019 18:27:52 GMT ChristianBlandford GetOutputData time interval,Understanding the timing of GetOutputData() being called from Update or FixedUpdate Hi All, I have been following this thread to get a better understanding of the GetOutputData function: There are still some things I don't understand about this function that I couldn't find help in any place. Specifically, what time interval does the data array returned represent and what are the best practices to calling this function from periodic update without getting any holes in the data or any overlapping? The thread above suggested that given a data array of 1024 and sample rate of 48000, the time internal the data represent is around 21ms. Assuming this is accurate: 1. Does that represent the last 21ms that were played, or the upcoming 21ms? What happen if I provide an array very big that covers seconds of audio? 2. Is this the same if called from AudioSource vs. AudioListner? Thanks, Shay audio audio source audio listener Tue, 11 Dec 2018 09:43:06 GMT shalevy2888 Problem with audio cue playing in VR then the audio staying headlocked with ear it played from, when it should stay at the audio object location. I am developing a small VR environment and when we play the game, certain sounds that are located at an audio object start to play. They then stay in the same headphone (ear) location instead of being tied to the audio object when we turn in the space (stay headlocked after start to play). The sounds starts in the correct spot but if you turn it follows your ear. Can anyone point me in a direction? We have correct spatialize set up in our audio management and enabled. v 2018.2.13f1 Personal is where we have been building, but I'm wondering if it is our test computer attached to the Vive, which is in Unity 2017 version. Thank you for any help. audio vr audiosource audio source audio listener Sat, 01 Dec 2018 21:05:56 GMT godothunda Optimizing audio groups like audio mixers Hi, today I noticed that when I have many audio groups with different effects, no matter if there is sound going through them dsp cpu in profiler always is high, when I bypass all effects cpu is going down. Is there way to optimize audio groups so they don't take dsp cpu when they're not needed? Or I have to make 20 audio mixers with one audio group in each? :/ (audio mixers are deactivated when any sound not going through I want the same but for audio groups) audio audiosource audio listener Fri, 30 Nov 2018 13:00:17 GMT Nirvan Multiple directional audio listeners / spatialisation 'ears' - I am looking for a way to add **multiple directional audio listeners to a player object** in Unity. - The Steam VR player object is a good example, but then instead of 2 'ears' with 4 or 6 (whatever proves more immersive). - Unity would have to produce 4 or 6 channels of audio, that will be fed to an audio interface with according number of line outputs. - In the end these sounds will be played back on the head of the gamer with the result of 3d sound spatialisation / directional sound. How can this be made? ![alt text][1] [1]: /storage/temp/127132-illustrator-2018-11-03-13-20-34.png audiosource audiolistener directional audio listener Sat, 03 Nov 2018 12:26:56 GMT ludopoot I want the audio to play when the player nears the object, but fade away when they walk away. My question is the one above. I want to make it so when the player walks up to the object, the attached audio will play in a loop, but once they start walking away, the audio trails off. I've tried added audio to the game object, and even tried to use 3D audio, but once I try to play it, I can hear the audio halfway across the scene, where I shouldn't be able to. audio audiosource audioclip audio listener Mon, 22 Oct 2018 21:58:28 GMT elcamp3 Audio Listener Problem. So I have two toggle switches set to pause, and unpause an audio listener in a scene. They have a Don't Destroy script attached so that they won't destroy each scene change, and they both work perfectly in the editor. However, when I tried it in WebGL, it doesn't work. Can anyone tell me why? I would really appreciate it : ) ---------- If you want to see the problem for yourself, I'll put a link below. Once the game starts up, the toggle should be at the top right of the screen. Thanks in advance! ---------- **Update**: I just found out it doesn't work in a Standalone project either!* **Update 2**: I Found a work around Problem Solved ---------- editor audio bug windows audio listener Wed, 03 Oct 2018 17:04:17 GMT BlastOffProductions Audio not playing in Unity Remote 5 I'm building a game and within my game the audio works in editor but will not play on my iphone in unity remote 5. Ive tried everyhthing i feel like. please help. I dont understand why it work in editor but not in remote. audio listener Sun, 16 Sep 2018 00:16:47 GMT Drew429 Is it possible to read audio before playing it? Alright, so this is a bit odd, but essentially what I am trying to do is play an audio clip and create events based on the audio (beat detection). Simple enough. The problem is that I want the events to trigger a second or so before the beat hits, so that there is a visual on the screen just before the audio "hits". Is there a way to play the audio, read it, then play it for the audio listener? Alternatively, is there a "positive lookahead" type of functionality that I can use with audio? The only solution I can currently think of is playing the audio twice, once to process it with the beat detection, and offset another to play through the audio source shortly after the first audio is played through the beat detection plugin. Any thoughts, suggestions, or resources for studying or learning more about this are greatly appreciated. audioclip audio source audio listener Thu, 10 May 2018 00:41:18 GMT Hassurunous Problem with AudioListener,Problem with my theme in main menu not playing When i pause my game with my ingame pause button i have set the AudioListener.pause = true; and the sound stops and when i press my resume button i set AudioListener.pause = false; and my game sound continues. But if i press the main menu button from my pause menu i get back to the main menu but my main menu theme doesn't start to play? What have i done wrong and what can i do to fix it?,When i press the pause button in my game i pause the whole game and i use AudioListener.pause = true; if i resume the game i set AudioListener.Pause = false; but if i go to my main menu with the button for the main menu and i use AudioListener.pause = false; my main menu music theme refuses to play? what have i done wrong? c# audio listener Tue, 12 Dec 2017 21:13:03 GMT chronoz_unity music when close to something Hello, I have made a little game in unity and i want to know something: i want to know how to make it so that my fps controller can only hear the music if he is close to something, how do it do this? audio audio listener Thu, 19 Oct 2017 17:20:46 GMT Dokterkat Why I am getting Negative Decibels (around -70dB) where Normal Speech around 60dB Hi all.... I try to monitor sound decibels using this [scripts][1] but why i am getting **Negative Decibels** ? in [theory][2], sound from **Normal Conversation** will result **60db** and **even silent room will make 10-20dB...** any idea ? Result of Decibels Calculation : ![alt text][3] Below are my source : using System.Collections; using System.Collections.Generic; using UnityEngine; public class VR_SoundMonitor : MonoBehaviour { //===>PUBLIC public float DecibleValue; public float RmsValue; // { get; set; } public float PitchValue;// { get; set; } private AudioSource audioSourceObject; //===>PRIVATE private float[] _spectrum; private float[] _samples; private float _fSample; //===>KONSTANTA const int QSamples = 1024; const float RefValue = 0.1f; const float Threshold = 0.02f; // Pre Initialization... void Awake(){ } // Use this for initialization void Start () { audioSourceObject = GetComponent<AudioSource> (); InitVariable (); InitMicrophone (); } //Nyalakan Microphone private void InitMicrophone() { // audioSourceObject.pitch = 1.0f; audioSourceObject.clip = Microphone.Start ("SoundMonitoring", false, 60, 44100); while (!(Microphone.GetPosition(null) > 0)) { } //TODO: untoggle audioSourceObject.Play(); // audioSourceObject.mute = true; } private void InitVariable() { _samples = new float[QSamples]; //use constanta (3 below) _spectrum = new float[QSamples]; _fSample = AudioSettings.outputSampleRate; } // Update is called once per frame void Update () { CalculateAnalyzeSound (audioSourceObject); Debug.Log ("Decibels="+DecibleValue+" ## RmsVal="+RmsValue); } public void CalculateAnalyzeSound(AudioSource audio) { //===>VARIABLE... float _RmsValue; float _DbValue; float _PitchValue; //===>IMPORT DATA... audio.GetOutputData(_samples, 0); int i = 0; float sum = 0; for (i = 0; i < QSamples; i++) { sum += _samples[i] * _samples[i]; // sum squared samples } //===>CALCULATE _RmsValue = Mathf.Sqrt(sum / QSamples); // rms = square root of average _DbValue = 20 * Mathf.Log10(_RmsValue / RefValue); // calculate dB if (_DbValue < -160) _DbValue = -160; // clamp it to -160dB min // //(OLD) GetComponent<AudioSource>().GetSpectrumData(_spectrum, 0, FFTWindow.BlackmanHarris); // audio.GetSpectrumData (_spectrum, 0, FFTWindow.BlackmanHarris); // // float maxV = 0; // var maxN = 0; // for (i = 0; i < QSamples; i++) // { // find max // if (!(_spectrum[i] > maxV) || !(_spectrum[i] > Threshold)) // continue; // // maxV = _spectrum[i]; // maxN = i; // maxN is the index of max // } // float freqN = maxN; // pass the index to a float variable // if (maxN > 0 && maxN < QSamples - 1) // { // interpolate index using neighbours // var dL = _spectrum[maxN - 1] / _spectrum[maxN]; // var dR = _spectrum[maxN + 1] / _spectrum[maxN]; // freqN += 0.5f * (dR * dR - dL * dL); // } // _PitchValue = freqN * (_fSample / 2) / QSamples; // convert index to frequency //===>RETURN VALUES (FINAL) RmsValue = _RmsValue; DecibleValue = _DbValue; // PitchValue = _PitchValue; }//end_CoreAnalyzeSound(...) }//end_All [1]: [2]: [3]: c# audiosource audioclip microphone audio listener Fri, 18 Aug 2017 13:50:14 GMT zukinet How to stop current audio before another audio starts? I have a game object with audio on it on click however when the scene opens there is audio already playing. If you click the game object to fast the other audio starts playing and there is an overlap. I've tried numerous solutions to no prevail. Does anyone have a suggestion? Here is my current code. using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.Audio; //var rock : GameObject; [RequireComponent(typeof(AudioSource))] public class TrexMouthController : MonoBehaviour { public GameObject feed; public GameObject weight; public GameObject height; public GameObject hold; public GameObject length; public AudioClip mymouthclip; public AudioClip[] audioSourcesToIgnore; AudioSource audio; // Use this for initialization void Start () { audio = GetComponent<AudioSource> (); } // Update is called once per frame void Update () { } // Event Trigger Handlers public void CubeClicked() { Debug.Log ("MouthClicked"); feed.SetActive (true); weight.SetActive (false); length.SetActive (false); height.SetActive (false); hold.SetActive (false); audio.PlayOneShot (mymouthclip, 0.7F); } } audio audiosource audioclip audiolistener audio listener Tue, 09 May 2017 05:46:52 GMT squishy89x All AudioSources to Audio Mixer (listener to mixer group?) Is there a way to send ALL audiosources to mixer Master group? Like all audio that is heard by audio listener to get processed through one group? Like in any audio system (cubase, protools etc.) all audio is send through master channel by default. I have a lot of audiosources created via script. Isn't there an easier way to send ALL audio to the master group apart from .outputAudioMixerGroup = mixerGroup in all sources in script? Why isn't there a way to send everything the audio listener hears? Thank you. audiosource audio listener Thu, 04 May 2017 13:31:09 GMT ivitz How do i switch a boolean in my GameManager with a toggle in CanvasManager through reference in C#? What im trying to do is use a UI toggle on my options screen to mute my audio. if (muted == false) { AudioListener.pause = false; Debug.Log("game is unmuted"); } else { AudioListener.pause = true; Debug.Log("game is muted"); } this bool works to mute, located in my GameManager in order to carry the code across my various scenes. two options i have, using what i have using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement; public class CanvasManager : MonoBehaviour { public Toggle Mute; GameManager gm; // Use this for initialization void Start () { // find and assign GameManager script to variables (buttons) gm = GameObject.Find("GameManager").GetComponent<GameManager>(); } void Update () { if (SceneManager.GetActiveScene().name == "Options") { if (Mute) { Mute.toggleTransition.(gm.Mute); } } } I can either use the toggleTransition to call this function public void Mute() { if (muted == false) { muted = true; } else { muted = false; } } from the GameManager or i can use an "if" statement with "isOn/!isOn" to change the bool "muted" in the GameManager. Either code would help. c# scene-switching audio listener Fri, 24 Mar 2017 19:10:25 GMT bonez9oh5 I can mute in Unity Player but in exported VR Android version I cant I can't make sound to mute in exported vr version but in Unity Player it's working properly.Any thoughts? thanks using System.Collections; using System.Collections.Generic; using UnityEngine; public class mutesound : MonoBehaviour, IGvrGazeResponder { //AudioSource audio; //public string Nameofscenes; float timer = 0; public bool isentered = false; float Gazeactivationtime = 2; public Transform target; public GameObject gameobject; public GameObject gameobejectsetactive; void Update () { if (isentered) { Temp (); } } void Temp() { timer += Time.deltaTime; if (timer >= Gazeactivationtime) { AudioListener.volume = 0.0F; //gameobject.SetActive (false); //gameobejectsetactive.SetActive (true); //timer = 0; //isentered = false; } } public void OnGazeEnter() { isentered = true; //if (timer <= 0f) { // SceneManager.LoadScene (Nameofscenes, LoadSceneMode.Single); // timer = 3.00f; //} } public void OnGazeExit() { isentered = false; timer = 0; // Time.deltaTime = 1; } public void OnGazeTrigger() { //isentered = true; } } vr virtual audioplay audio listener Fri, 27 Jan 2017 18:38:18 GMT metalamen96 Smooth damp the lowpass frequency in coroutine: value only changing in 1 frame Hi, Sorry - I really should have worked out how to use this correctly by now, but I just can't work out what I've set up wrong. I want to fade the lowpass cutoff frequency from 300 up to 22000 over a period of several seconds. However - the value is only changing once. Does anyone know what I've set up wrong? using UnityEngine; using System.Collections; public class SetScreensInactive : MonoBehaviour { public GameObject aboutScreen; public GameObject creditsScreen; public GameObject buttonAbout; public GameObject buttonCredits; public AudioSource mainAmbient; AudioLowPassFilter filterAudio; public GameObject titleSound; public float frequencyLerped; float audioChange; float min = 300; float max = 22000; float t = 0; float duration = 1; void Update () { int nbTouches = Input.touchCount; if(nbTouches > 0) { for (int i = 0; i < nbTouches; i++) { Touch touch = Input.GetTouch(i); if(touch.phase == TouchPhase.Began) { if(touch.tapCount >= 1) { aboutScreen.SetActive(false); creditsScreen.SetActive (false); buttonAbout.SetActive(true); buttonCredits.SetActive (true); StartCoroutine(FadeLowPass()); // filterAudio.cutoffFrequency = 300; } } } } } IEnumerator FadeLowPass() { if (frequencyLerped < 22000) { filterAudio = titleSound.GetComponent<AudioLowPassFilter>(); frequencyLerped = Mathf.SmoothDamp (frequencyLerped, 22000, ref audioChange, 2f); filterAudio.cutoffFrequency = frequencyLerped; print (frequencyLerped); } yield return null; } } Best, Laurien coroutine lerp smoothdamp audio listener Wed, 06 Jul 2016 20:39:44 GMT laurienvictoria Turn off Priority on a Audio Source I have many audio sources in my game and I don't wan't one to be played over another. I would rather all of the audio sources to just mix together. I have a background ambience and many other 3D audio sources for things like cars and tv's. How can I make it so that all the sounds mix together or how do I turn of prioritizing so that all the sounds play? Thanks audio audiosource settings audio listener Mon, 16 May 2016 21:08:38 GMT aballif Audio not playing when conditions are met. I am working on a simple driving game, my car object has an `AudioSource` which is passed different `AudioClips` when a certain condition is met. In my script, I'm able to actually see the clips changing in the game view when the conditions are met, but the actual clips are not playing. I have an `AudioListener` on the main camera, which is a child object of my car `GameObject`, the `AudioSource` is also attached to the parent car object, and the `AudioClips` are being set within the inspector for the `carSounds` array. Can anyone explain why this would be happening and how I can fix it? **C#** private Rigidbody playerCar; private AudioSource engine; public AudioClip[] carSounds = new AudioClip[4]; private bool isCarStarted; private bool isCarIdling; private bool isCarAccelerating; private bool isCarToppedOut; private bool isPlaying; private float timer; void Start(){ playerCar = GetComponent<Rigidbody>(); engine = playerCar.GetComponent<AudioSource>(); isCarStarted = true; isCarIdling = false; isCarAccelerating = false; isCarToppedOut = false; if(isCarStarted){ engine.clip = carSounds[0]; if(!engine.isPlaying){ engine.Play(); } } } void FixedUpdate(){ timer += Time.deltaTime; if(timer <= carSounds[0].length){ isCarStarted = true; } else{ isCarStarted = false; isCarIdling = true; engine.Stop(); timer = 0f; } if(isCarIdling){ engine.clip = carSounds[1]; if(!engine.isPlaying){ engine.Play(); } } if(isCarAccelerating){ engine.clip = carSounds[2]; if(!engine.isPlaying){ engine.Play(); } } if(isCarToppedOut) { engine.clip = carSounds[3]; if(!engine.isPlaying) { engine.Play(); } } if(Input.GetKeyDown(KeyCode.W)){ isCarAccelerating = true; isCarIdling = false; engine.Stop(); } if((speed <= 0) && (speed > -2) && (!isCarStarted)){ isCarAccelerating = false; isCarIdling = true; engine.Stop(); } if(Input.GetKey(KeyCode.W)){ float horizontal = Input.GetAxis("Horizontal"); float vertical = Input.GetAxis("Vertical"); if(speed <= topSpeed){ speed += acceleration * Time.deltaTime; Vector3 movement = new Vector3(vertical, 0f, horizontal); playerCar.AddForce(movement * speed); Debug.Log(speed); } else{ speed = topSpeed; if(speed == topSpeed){ isCarToppedOut = true; isCarAccelerating = false; engine.Stop(); Debug.Log(speed); } } } audio audiosource audioclip audio listener Sun, 27 Mar 2016 20:10:00 GMT RobbyT15 PC speakers to AudioListener I have an question. I am creating music related software that I want to get audio input from third party audio players. And I haven't found any way to get internal speaker audio, only microphone. My question is, is it possible or not? pc audio listener speaker Fri, 27 Nov 2015 10:03:55 GMT Cro007 Grabbing system audio stream I've been searching for this, and perhaps I'm not using the right terms. Is it possible to get audio that's playing from outside your application (like a music player) and use it to gather spectrum data? I believe the WWW class could get audio from something like Spotify or the like, but I'm interested in any audio coming from the system. Is this possible, and if so, how would I gain access to it? audio audiosource system audio listener Mon, 05 Oct 2015 03:50:32 GMT wraxul Making an audio filter affect some, but not all, audio sources? I am creating a racing game for mobile. Whenever the player's car enters a tunnel or other enclosed area, an audio echo filter attached to the audio listener object activates. Unfortunately, this echo filter also causes the music to echo. Is there a way to make the filter ignore certain audio sources only? (My other option would to be to attach audio filters to the hundreds of audio sources that do need to echo). audio audiosource audioclip audiolistener audio listener Sat, 03 Oct 2015 20:01:02 GMT RLin Volume rolloff not working in game mode I have a audio source playing music in my scene and an audio listener on my first person controller. When i'm in scene mode, everything works as it should. Volume drops when i move the camera away from the source. But when i play the game, the volume is constant no matter where i stand. I don't get any error for multiple listeners in the scene either. Any suggestions? audio first person controller audio source audio listener rolloff Sun, 19 Apr 2015 15:26:31 GMT Berge Using an Audio Listener on an Audio Source Does anyone know how to use the output of an Audio Listener on an Audio Source component? I'm wanting to do something where a camera is being used to render an image for a display in the scene, such as a television, and I like to be able to get the audio from that camera. I know that I can't have multiple Audio Listeners active at once but in this case it makes the most sense for me to do. I just need it to play from another game object in the scene as opposed to where the player camera is. camera gameobject audio audio source audio listener Fri, 30 Jan 2015 16:41:42 GMT trasher258 Audio listener options in top-down games. 2D & 3D sounds I'm having a bit of trouble with my audio levels of 2D vs 3D sounds. See my screenshot for more helpful illustration. ![alt text][1] I've a top down 2D game here with an Orthographic camera of size 10. I have a selction of sounds for damage, gunshots, explosions, special moves, and music. The audio levels on these files are all of similar levels, and comparable to normal game sounds and music, so the clips are fine. No need to worry. The player is the ship in the red circle and the camera follows him so that he's always near the centre, so the red circle represents the player's possible positions relative to the camera at any given time. The ships you see are about 1 unity unit in size. My music files are 2D sound (naturally) and I want all SFX to be 3D. The problem is that as 3D sounds, I'm a lot further from them. The screen is about 20 units wide but I want to be able to hear everything on screen at roughly equal volumes, and even stuff that's not on screen but is still relatively nearby (see the radar in top-left. The middle circle is roughly the screen but I want to be able to hear (more quietly) into the next circle too). I've put the Audio Listener on the camera at a height of 10 units above the Z plane (all ships are on 0) to make it so the player isn't WAY louder than everything else and right now the volumes of the 3D sfx satisfy me relative to each other, but overall (and compared to the music especially) they're way too quiet because they're far away. My music is actually down to 2% volume just to I can hear the sfx over it, and I've doubled the game's master volume (which starts to distort certain sound clips). Even still my game audio is very quiet. Is tricking around with the logarithmic roll-offs on every single sound the only way to get what I want at normal volumes? Surely there's a better way to be handling this. What I really want to be doing is increasing the 'size' of the audio listener, if you get me. Instead of it being one tiny point on this big screen, that it occupies most of the centre of the screen? I would have thought increasing the size of the camera would have done this automatically.. What are the options, anyway? Thanks guys. [1]: /storage/temp/34870-audio+listener.jpg topdown audio listener Sat, 08 Nov 2014 23:14:44 GMT JtheSpaceC unable to import a package, no error! i try to open the skybox package however this does not work. i do not get a pop up error or such the only thing is that is says "have 1 audio listener" (which i don't think is relevant) also there is a windows "ping" noise that happens import skybox package audio listener Mon, 16 Jun 2014 21:57:41 GMT amazingseal 3D Audio Components not playing.. I'm having a very strange problem. I am not able to play 3D audio within a game. I started off with a Robot Lab demo and it worked fine. The problem occurred when I tried Destroyed City (free version)... I couldn't get the 3D sound to play. In the end I gave up, I bought End Of Dayz, thinking it was a problem with the game.. but here the same thing happened. You can see the audio listener approaching and entering the zone where the audio should be playing, but there is no sound. Its plays on awake just fine - so nothing wrong with the Audio, Ive tried Stereo and mono files, Ive tried deleting and downloading the software again, Ive tried multiple computers, Ive tried moving the Audio listener around, Ive tried attaching audio existing components as well as creating new game objects for the source. And yes, these sounds are set to 3D sounds within unity. I'm running out of options and this is my coursework for college, so need an answer quick.. Please help! Could it be something to do with the script in the game?? I'd like to note that I again I am using the demo scene already set up in the game (end of dayz. I am only being marked on sound design, and game programming is completely alien to me. Thanks. 3d sound audio listener Tue, 20 May 2014 06:58:41 GMT Prevent audio listener from duplicating I have made a script, which makes a game object not destroy if a boolean is true or destroys if the boolean is false. Then on this game object I have my "menu song" playing, then when I load a "game scene" I have gotten another script which turns the boolean to false so that the "menu music" isn't playing. Now my problem is that, I need to have the audio listener on the game object with the audio in it to here the music, but then because of the "DontDestroyOnLoad" the audio listener duplicates every time I go from "second menu scene" to the "first menu scene". How would I prevent the audio listener from duplicating? Here is my first script. static var MenuMusicPlaying : boolean = true; function Awake() { if (MenuMusicPlaying == true) { DontDestroyOnLoad(gameObject); } else if (MenuMusicPlaying == false) { Destroy(gameObject); Debug.Log("MenuMusicDestroyed"); } } Here is my second script. var targetScript : MenuMusicDontDestroy; function Awake () { targetScript.MenuMusicPlaying = false; } javascript duplicate audio listener prevent Mon, 05 May 2014 17:15:39 GMT L1vD3v Get Audio from Speakers Hello, I'm wondering if it is possible to take audio from a different program, such as spotify, or itunes and route it into Unity. And then, if this is possible, will I be able to perform FFTs on that audio as if I uploaded a song directly into Unity? What options are there regarding this type of problem? In essence, what I want to be able to do is analyse sound coming from the speakers and execute a visual effect in reaction to the audio. Any ideas? Thanks! sound music audio listener Mon, 17 Mar 2014 02:38:34 GMT batchi