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Question by deathripper · Sep 01, 2020 at 12:24 PM · audiosourceaudioclipscritping

Play Audio in Queue

Hey guys,

I have a single Object which has an Audio Source due to only wanting a single audio to play at a time. Besides that i have various interactables which can be clicked in order to play a sound, meaning clicking an object will tell the game manager which sound he should play... this all works fine so far, however when playing two sounds quickly after another only the second sound gets played, which makes sense since only a single Audio Source is present I assume.

What I am looking for is a way to queue Audio files in the game Manager and then play these in a row one after another...

I guess whenever I tap an interactable, I would need to add its audio clip to a list, the game manager than plays through the list and deletes the clip from the list once it got played correct ?

But how would you do this ? Using corountines to determine if the audio source is still playing, or rather use "PlayScheduled" ?

Would be really greatful for some hints and thoughts.

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Answer by Ymrasu · Sep 01, 2020 at 03:48 PM

For me, I would have a "SoundManager" script. So I can just use a PlaySound(clip); method whenever I need to. So the SoundManger could look something like this:

 public class SoundManager : Monobehaviour
 {
     public AudioSource audioSource;
     Queue<AudioClip> clipQueue;
 
     void Update()
     {
         if (audioSource.isPlaying == false && clipQueue.Count > 0) {
             audioSource.clip = clipQueue.Dequeue();
             audioSource.Play();
         }
     }
     public void PlaySound(AudioClip clip)
     {
         clipQueue.Enqueue(clip);
     }
 }
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avatar image hakimbawa · Mar 01 at 03:18 AM 0
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Works like magic, thanks!

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