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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


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.


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


using UModFramework.API;

namespace MyModName
    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.

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api/umfasset/loadaudioclip.txt · Last modified: 2019/06/28 01:32 by umfdev