Does someone know what is AudioResource (not AudioSource) and what are differences between an AudioResource and AudioClip?
I think it is a new component. I haven’t found any explaination or tutorials on the web. Unity Documentation page is not enough to understand it.
Add one, play with it?
Over time, I learned to have fun with such genius answers ![]()
It’s good practice… and it expands your brain too!
Also, thanks for including a direct link to the docs; I wish all posters did this.
I went and looked at the AudioResource and if I had to guess, it is an attempt to provide an ability to connect arbitrary “audio resources” into AudioSources, such that wherever and whatever is coming in from there.
It likely has the ability to delay playing, not click or pop when it interrupts, and just generally be “a thing you can play somewhere somehow sometime I don’t care just play it please whenever you get around to streaming it in thank you very much.”
But that’s just a guess since it connects to a .resource field and not the .clip field. This naturally makes me curious what happens if you give an AudioSource BOTH of those things and hit .Play()…
This platform is for helping others and sharing information and not for giving genius advices, spreading offensive statements or making unnecassary guesses.
I am working with and older version of Unity (not Unity6). I have seen a new compenent and asked a simple question to get some information.
Instead, i have got 2 newbees who have no knowledge about the question but have some instructions, insults.
If you don’t have any answer to original question, why are you making time for writing some nonesense and dirtying here?
Because I’m hoping you might benefit from learning a mental technique I have used to learn things faster than waiting passively like a lump on a rock for someone to explain it to me.
Good luck in your endeavors!
A really simple explanation is an AudioResource is something that can be assigned to an AudioSource and played.
As part of developing the Audio Random Container we wanted it to behave in the same way as an AudioClip - playing/interacting through an AudioSource. Instead of just adding another field for the Audio Random Container we made this generic AudioResource - so if we want to add other resource types in the future we can. Currently we only have two resource types - Audio Random Container and AudioClip.
Please take your mind tricks and find yourself a question that you have a real answer
![]()
Thanks for your reply
I hope we can see more details about it in the documentation soon.
I’d believed in the same way, but..
How to obtain AudioResource.length like Clip.length ?
In all cases, how to obtain in script duration in case of using AudioRandomContainer ?
So tell me. Please…What was the answer again?
What is AudioResourse?
Very confusing thread indeed but I’m interested enough to re-ask the question.
AudioResource allows you to use new feature in Unity 6: AudioRandomContainer, with many options of randomizing clips, pitch and other options.
So, I think, AudioRandomContainer is the reason of AudioResource appearance in AudioSource API.
Try AudioRandomContainer and you understand.
P.S. I very like it, and I use it in my project to randomize sounds. Yes, I’t not easy as clip, but there is no overcomeless troubles with new feature.
can you explain why RandomAudioContainer is an internal sealed class and its base class which is AudioResource is just a type to throw around without any accessible fields/methods to get info on the resource, this makes this API an editor only tool with no way of controlling in code
Hey, this is quite a common bit of feedback, suggest you read some of the answers in the AudioRandomContainer release thread The Audio Random Container - 23.2 alpha feature release
TLDR: it was a deliberate choice to get the AudioRandomContainer out into your hands within the time frame we had. We had a lot of leanings from this which has informed our latest feature Audio status update Q3 2025 which is partly aimed at addressing some of the pain points internally that made making the AudioRandomContainer fully public difficult.