Version: Unity 6 Preview (6000.0)
LanguageEnglish
  • C#

AudioSource.Pause

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Declaration

public void Pause();

Description

Pauses playing the clip.

Additional resources: Play, Stop functions.

// Allow a song to be chosen and played.  If can be paused, and the song played further.
// Two songs are supported.

using System.Collections; using System.Collections.Generic; using UnityEngine;

[RequireComponent(typeof(AudioSource))] public class ExampleScript : MonoBehaviour { // two clips, perhaps songs for the game public AudioClip song1; public AudioClip song2;

private AudioSource audioSource; private bool paused1; private bool paused2;

// both songs are in paused state void Start() { audioSource = GetComponent<AudioSource>(); paused1 = true; paused2 = true; }

void OnGUI() { if (GUI.Button(new Rect(10, 10, 200, 100), "Play song1")) { if (paused1 && paused2) { audioSource.clip = song1; audioSource.Play(0); paused1 = false; } }

if (GUI.Button(new Rect(250, 10, 200, 100), "Pause song1")) { if (paused1 == false) { audioSource.Pause(); paused1 = true; } }

if (GUI.Button(new Rect(10, 180, 200, 100), "Play song2")) { if (paused2 && paused1) { audioSource.clip = song2; audioSource.Play(0); paused2 = false; } }

if (GUI.Button(new Rect(250, 180, 200, 100), "Pause song2")) { if (paused2 == false) { audioSource.Pause(); paused2 = true; } } } }