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Question by rooted · Nov 07, 2013 at 11:50 PM · audioclipgetmousebutton

How to accurately play an extremely short audioclip that loops.

I have an audio clip of a gunshot that is pitched down so that I can get it in Unity just over the minimum length allowed. I then pitch it up and loop it for a machine gun sound. I can't get it to stop and start smoothly without it cutting into the loop causing a distorted clipping sound at least 50% of the time. Is this a limitation of Unity? I need some parameter that starts and stops the clip accurately every time to not get the clipping sound.

Here is my code so far:

 function Update () {
 
     if(Input.GetMouseButtonDown(0)) {
      gunLoop.Play ();
      
     }
     
     
     if(Input.GetMouseButtonUp(0)) {
          
         WaitForSeconds (gunLoop.clip.length);// this doesn't seem to matter
         gunLoop.Stop ();
         audio.PlayOneShot(gunStop,1);
     }
 }
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Answer by aldonaletto · Nov 08, 2013 at 12:06 AM

Use the loop property:

 function Update () {
     if(Input.GetMouseButtonDown(0)){
         gunLoop.loop = true; // turn looping on
         gunLoop.Play (); // and start sound
     }
     if(Input.GetMouseButtonUp(0)) {
         gunLoop.loop = false; // turn looping off to stop sound
     }
 }
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avatar image rooted · Nov 08, 2013 at 01:08 AM 0
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YES, perfect!!! Thank you/Obrigado!!

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