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Question by Sydneynumber9 · Oct 29, 2021 at 11:34 AM · c#unity 5vraudiosourceaudioclip

Play audio after enemy dies

Hello together, i have a issue that one audio is not playing, if the enemy is dead. Debug says it plays.

Here a little overview of my code:

     public AudioClip deathAudio;
             public AudioClip arrowhit;
             private AudioSource audioSource;
             
     *in Update session:*
             audioSource  = GetComponent<AudioSource>();
         
     *than this:* 
             if (currentHealth <= 0)
                     {
                         audioSource.clip = deathAudio;
                         audioSource.Play();
 ..... destroy with delay
                     }
         
     *and here if arrow hit (this works):* 
             if (collision.gameObject.tag == "projectile")
                     {
                         audioSource.clip = arrowhit;
                         audioSource.Play();  
                     }

alt text

some have any idea?

2021-10-29-08-35-16-window.png (35.9 kB)
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Answer by rh_galaxy · Oct 31, 2021 at 10:42 PM

First you can have multiple audiosources. In the Init (Awake) method I get three.

 AudioSource oASEngine; //set clip to engine in Inspector
 AudioSource oASScrape; //set clip to scrape in Inspector
 AudioSource oASGeneral; //set no clip in inspector
 
 foreach (AudioSource aSource in GetComponents<AudioSource>())
 { //we have 3 audiosources
     if (aSource.clip!=null && aSource.clip.name.Equals("engine"))
         oASEngine = aSource; //engine sound is a looping sound that may play for a long time
     else if (aSource.clip != null && aSource.clip.name.Equals("scratch"))
         oASScrape = aSource; //scratch sound is a looping sound that may play for a long time
     else
         oASGeneral = aSource; //general audio source used for one shot audio
 }

To play many clips overlapping each other you need to use PlayOneShot(), or the audio source will just change to the most recent clip assigned.

 public AudioClip oClipExplosion; //drag here in inspector
 public AudioClip oClipHit; //drag here in inspector
 
 //on hit in Update()
 if(bHit) oASGeneral.PlayOneShot(oClipHit);
 if(bDead) oASGeneral.PlayOneShot(oClipExplosion);
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