I'm doing a narrated game for Android in Unity 5 with C #, I use the following function to pick up the google voice audio. But it works only in the editor, when I have it installed on the phone the audio does not play, I checked if the device has sound, I increased the volume, tried other devices and always the same thing.
public AudioSource _audio;
public string textoATocar;
// Use this for initialization
void Start () {
_audio = gameObject.GetComponent<AudioSource> ();
}
public void tocaIsso( string audioTocar){
StartCoroutine( DownloadAudio( audioTocar ) );
}
IEnumerator DownloadAudio( string textoATocar2 ){
string url = "http://translate.google.com/translate_tts?ie=UTF-8&total=1&idx=0&textlen=32&client=tw-ob&q=" + textoATocar2 + "&tl=Pt-gb";
WWW www = new WWW(url);
yield return www;
_audio.clip = www.GetAudioClip( false, true, AudioType.MPEG );
_audio.Play();
}
Ps: I call the function like this, textAudio.tocaIsso(opcoesMenu[ posicaoMenu ]);
, which serves to narrate the menu.
Edit: I updated my Unity to the latest version and now an error appears,
Error: Cannot create FMOD::Sound instance for resource Ȯ1C, (Operation could not be performed because specified sound/DSP connection is not ready. )
UnityEngine.WWWAudioExtensions:GetAudioClip(WWW, Boolean, Boolean, AudioType)
<DownloadAudio>c__Iterator0:MoveNext() (at Assets/Scripts/TextoToAudio.cs:27)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
But I've tried everything, and I have not found a way around it.