~~NOTOC~~ ~~Title: LoadAudioClip ~~ **Description:**\\ Loads a audio file from the mod's assets and returns it as a AudioClip. Note: Flat file/on disk assets always overwrite packed assets. **Added In:** v0.50 ====== Function ====== public static AudioClip LoadAudioClip(string file, bool shared = false) //file: File in mod's Asset folder. Should not include Assets\MyModName in file. //Packed Mods: Assets\MyModName\MyAudio.ogg //Unpacked Mods: ...\Mods\Assets\MyModName\MyAudio.ogg //shared set to true: Get the asset from \Mods\Assets\Shared\ instead. ---- \\ ====== Usage ====== AudioClip myAudioClip1 = UMFAsset.LoadAudioClip("MyAudio.ogg"); //Loads from \Mods\Assets\MyModName\MyAudio.ogg or from packed Assets\MyModName\MyAudio.ogg AudioClip myAudioClip2 = UMFAsset.LoadAudioClip("MyAudio.ogg", true); //Loads from \Mods\Assets\Shared\MyAudio.ogg AudioClip myAudioClip3 = UMFAsset.LoadAudioClip(Path.Combine("MySubFolder", "MyAudio.ogg")); //Loads from \Mods\Assets\MyModName\MySubFolder\MyAudio.ogg or from packed Assets\MyModName\MySubFolder\MyAudio.ogg ---- \\ ====== Examples ====== using UModFramework.API; namespace MyModName { [UMFScript] class MyModName : MonoBehaviour { private const string myAudioFile= "MyAudio.ogg"; internal static AudioClip myAudioClip = null; internal static void Log(string text, bool clean = false) { using (UMFLog log = new UMFLog()) log.Log(text, clean); } void Awake() { myAudioClip = UMFAsset.LoadAudioClip(myAudioFile); if (myAudioClip == null) { Log("Error: Failed to load the audio clip."); //Do something about the error } //At this point you can use MyModName.myAudioClip anywhere in your code to replace or set the AudioClip of a GameObject. } } } ----