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Audio Can PlayClipAtPoint() have more features?

Discussion in '5.2 Beta' started by LaneFox, Aug 30, 2015.

  1. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,462
    Currently PlayClipAtPoint() is a nice feature but has limited usability because..
    1. It does not return an AudioSource
    2. It doesn't have enough args to configure the sound being played
    The only thing you can safely use it for is screenspace stuff or super basic worldspace scenarios because there is no falloff options, spatial blend options or return as AudioSource so that you could even manipulate these things if you wanted to go further with it.

    The workaround is to create an AudioSource on something beforehand and configuring it, but this loses some convenience where PlayClipAtPoint() is preferred.

    So, is it possible that can we either get an AudioSource return from this method?
     
  2. Alex-Lian

    Alex-Lian

    Guest

    Given that's a fairly old API point, that either belongs in feedback.unity3d.com or in the audio forum. It's not relevant to 5.2 related items.