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Question by MiloRoban · Jan 28, 2020 at 10:33 PM · audioaudioclipgunfiremachinegun

Trying to get full-auto fire for a gun in my game.

Hey all, so in my game the gun that you use is an AK-47 rifle and I want it to have a rapid fire sound effect whenever the player shoots. I have a script for this and a sound effect, but when I fire it doesn't sound like full auto rifle fire. It is just the audio clip repeating over and over again, sounding almost like burst fire. How do I make it so the effect can emulate full auto fire?

Script attatched below. using UnityEngine;

 public class Gun : MonoBehaviour {
  
     public float damage = 10f;
     public float range = 100f;
     public GameObject impactEffect;
     public float fireRate = 15f;
     public Camera fpsCam;
     public ParticleSystem muzzleFlash;
     private float nextTimeToFire = 0f;
     bool didFire;
     private AudioSource mAudioSrc;
  
     // Update is called once per frame
     void Update() {
         if (Input.GetButton("Fire1"))
         {
  
             if (nextTimeToFire <= 0.5f)
             {
                 nextTimeToFire += Time.deltaTime;
  
  
                 if (!didFire)
                 {
                     Shoot();
                     mAudioSrc.Play();
  
                     didFire = true;
                 }
             }
             else
             {
  
  
                 didFire = false;
                 nextTimeToFire = 0;
             }
         }
         else
         {
             didFire = false;
             nextTimeToFire = 0;
         }
  
        
     }
     void Start()
     {
         mAudioSrc = GetComponent<AudioSource>();
     }
  
  
     void Shoot ()
     {
         muzzleFlash.Play();
         RaycastHit hit;
         if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
         {
             Debug.Log(hit.transform.name);
  
           Target target =  hit.transform.GetComponent<Target>();
             if (target != null)
             {
                 target.TakeDamage(damage);
             }
  
            GameObject impactGO = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
             Destroy(impactGO, 2f);
         }
     }
 }





Thanks!

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