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Question by Ramus1973 · May 31, 2018 at 05:30 AM · audioaudiosourceaudioclipaudio.playoneshot

Playing multiple audio clips

I am trying to play 2 samples in 1 script, 1 for when enemy gets hit and 1 for when it dies. But for the life of me I cannot get more than 1 sample to play. I have tried about 5 or 6 methods from googling the issue and none of them work. I really don't see how it is so difficult to play more than 1 sound effect. Have tried the AudioSource[] AudioClips = null; and using AudioClips[0].Play(); but that still didn't play the second audio clip. The method I am using now doesn't work. Can someone give me a way to play 2 samples that works? Will add all the code in my script just for clarity and an image of how the inspector is set up.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 [RequireComponent(typeof(AudioSource))]
 public class Enemies : MonoBehaviour {
 public float movespeed = 5;
 public int starthealth = 50;
 private int curhealth;
 public Transform explode1;
 private float x;
 private float y;
 private float z;
 public AudioClip Pig1;
 public AudioClip Pig2;
 public AudioSource source1;
 public AudioSource source2;
 void OnCollisionEnter(Collision col)
 {
     if(col.gameObject.tag == "Prefab")
     {
         Destroy(col.gameObject);
         curhealth = curhealth - 10;
         if(curhealth > 9)
             source1.PlayOneShot(Pig1,1f);
     }
     if(curhealth <= 0)
         {
         source2.PlayOneShot(Pig2,1f);
         x = gameObject.transform.position.x;
         y = gameObject.transform.position.y;
         z = gameObject.transform.position.z;
         Instantiate(explode1, new Vector3(x, y, z), Quaternion.identity);
         Destroy(gameObject);
         }
 }
     void Awake ()
     {
         source1 = GetComponent<AudioSource>();
         source2 = GetComponent<AudioSource>();
         curhealth = starthealth;
     }
     void Update () {
         transform.Translate(Vector3.forward * movespeed * Time.deltaTime);
     }
 }
 

alt text

wtf.jpg (52.6 kB)
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avatar image Ramus1973 · Jun 01, 2018 at 02:26 AM 0
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The FirstPersonController script from the asset has multiple samples playing so I copied how they used play audio clip in their script and matched inspector settings. AND IT STILL DOESN'T WOR$$anonymous$$!!! How the bloody hell do you play more than 1 sample? It's getting ridiculous now.

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Answer by Positive7 · Jun 01, 2018 at 02:34 AM

 source1 = GetComponents<AudioSource>()[0];
 source2 = GetComponents<AudioSource>()[1];
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avatar image Ramus1973 · Jun 01, 2018 at 06:24 PM 0
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Cannot apply indexing with [] to an expression of type `UnityEngine.AudioSource'

avatar image Positive7 Ramus1973 · Jun 01, 2018 at 09:29 PM 0
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GetComponents not GetComponent

avatar image Ramus1973 Positive7 · Jun 02, 2018 at 04:22 AM 0
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Thanks I found that out (plurals) after 30 $$anonymous$$utes of googling lol. Unfortunately using that method still only 1 of the samples would play.

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Answer by Ramus1973 · Jun 02, 2018 at 04:14 AM

I have kind of found a solution but it is far from ideal. For some reason trying to use an audio source from the gameObject means only 1 sample will play. I created an empty object and attached an audio source to that and gave it the tag Audio. Then used _audio = GameObject.FindGameObjectWithTag("Audio"); and I can use 2 samples??? I just don't understand why I can't play 2 samples using the audio source from the gameobject itself? I'm assuming _audio = gameObject would get the audio source from the object the script is attached to? But doing that only 1 sample plays....... Completely confused by something as simple as playing 2 samples.

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