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Question by papathor · Aug 04, 2016 at 10:57 PM · unity 5audiosoundaudiosource

Looping wav creates gap between plays

Hi guys,

I'm looping a cranking sound (.wav file) that's roughly 1 second long. When I attach it to a GameObject as an audio source and check "play on awake" and "loop" the sound loops fine without any noticeable gaps. So there isn't anything wrong with the sound file.

The sound should only play when a crank is turning. This happens in the Raise() function, which is called every time a user presses a button:

 public void Raise()
     {
         if (!crankSound.isPlaying)
         {
             crankSound.Play();
         }
     }

What am I doing wrong here? How do I get rid of the little gap between plays that my code creates, but isn't present using the inspector's loop checkbox?

Thanks!

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