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    Class LocalizeAudioClipEvent

    Component that can be used to Localize an AudioClip asset. Provides an update event OnUpdateAsset that can be used to automatically update the clip whenever the SelectedLocale or AssetReference changes.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    LocalizedMonoBehaviour
    LocalizedAssetBehaviour<AudioClip, LocalizedAudioClip>
    LocalizedAssetEvent<AudioClip, LocalizedAudioClip, UnityEventAudioClip>
    LocalizeAudioClipEvent
    Inherited Members
    LocalizedAssetEvent<AudioClip, LocalizedAudioClip, UnityEventAudioClip>.OnUpdateAsset
    LocalizedAssetEvent<AudioClip, LocalizedAudioClip, UnityEventAudioClip>.UpdateAsset(AudioClip)
    LocalizedAssetBehaviour<AudioClip, LocalizedAudioClip>.AssetReference
    LocalizedAssetBehaviour<AudioClip, LocalizedAudioClip>.UpdateAsset(AudioClip)
    LocalizedMonoBehaviour.Editor_RegisterKnownDrivenProperties(UnityEventBase)
    LocalizedMonoBehaviour.Editor_UnregisterKnownDrivenProperties(UnityEventBase)
    LocalizedMonoBehaviour.Editor_RefreshEventObjects(UnityEventBase)
    MonoBehaviour.IsInvoking()
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    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
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    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
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    MonoBehaviour.StopCoroutine(Coroutine)
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    MonoBehaviour.useGUILayout
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    Namespace: UnityEngine.Localization.Components
    Assembly: Unity.Localization.dll
    Syntax
    [AddComponentMenu("Localization/Asset/Localize Audio Clip Event")]
    public class LocalizeAudioClipEvent : LocalizedAssetEvent<AudioClip, LocalizedAudioClip, UnityEventAudioClip>
    Remarks

    This component can also be added through the Localize menu item in the Audio Source context menu. Adding it this way will also automatically configure the Update Asset events to update the Audio Source.

    Examples

    This example shows how a Localized Audio Control panel could be created. The example show how it is possible to switch between different Localized Audio clips.

    #if MODULE_AUDIO
    
    using UnityEngine;
    using UnityEngine.Localization;
    using UnityEngine.Localization.Components;
    
    public class LocalizedAudioChanger : MonoBehaviour
    {
        public LocalizeAudioClipEvent localizeAudioClipEvent;
        public LocalizedAudioClip[] clips;
        public AudioSource audioSource;
        int currentClip = 0;
    
        private void Start()
        {
            // Start playing the first AudioClip.
            ChangeAudio(clips[currentClip]);
        }
    
        private void OnGUI()
        {
            GUILayout.BeginHorizontal();
    
            if (GUILayout.Button("Previous"))
            {
                if (currentClip == 0)
                    currentClip = clips.Length - 1;
                else
                    currentClip--;
                ChangeAudio(clips[currentClip]);
            }
    
            // Show the current clip that is playing
            GUILayout.Label(audioSource.clip?.name);
    
            if (GUILayout.Button("Next"))
            {
                if (currentClip == clips.Length - 1)
                    currentClip = 0;
                else
                    currentClip++;
                ChangeAudio(clips[currentClip]);
            }
    
            GUILayout.EndHorizontal();
        }
    
        void ChangeAudio(LocalizedAudioClip clip)
        {
            // When we assign a new AssetReference the system will automatically load the new Audio clip and then call the AssetChanged event.
            localizeAudioClipEvent.AssetReference = clip;
        }
    }
    
    #endif
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