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Question by Amer ALhwifi · Nov 29, 2013 at 12:07 AM · audiosound

audio clip play slow an laggy

Hello , I have a problem with playing an audio clip when the object set to active .I want to get my object active when the player score reach 100 . Until here , everyt$$anonymous$$ng worked great . So if the object has set to active , the sound should play . But it play with lag and too noisy sound!.

Here is my script :

 using UnityEngine;
 using System.Collections;
 [RequireComponent(typeof(AudioSource))]
 public class ActiveGame : MonoBehaviour {
     public Score scoreScript;
     public  float ScoreToEnable;
     public AudioClip EnableSound;
     public GameObject Desstroy;
     // Use t$$anonymous$$s for initialization
     void Start () {
 
         //Find Scripts GameObject, and get Score Component.
         scoreScript = GameObject.Find ("Score").GetComponent<Score>();
 
     }
     
     // Update is called once per frame
     void Update () {
 
         if(scoreScript != null && scoreScript.score >= (ScoreToEnable))
             Desstroy.gameObject.active = true;
 
         if(scoreScript != null && scoreScript.score >= (ScoreToEnable))
             audio.Play();
             audio.Play(22050);
 
     }
 }

Please Note that : I've tried to use audioclip play at point , audio.play , and audio play oneShot . Not$$anonymous$$ng worked !.

Please Help !

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Answer by aldonaletto · Nov 29, 2013 at 02:10 AM

You're starting the sound every frame in Update, and t$$anonymous$$s produces a really annoying sound! You should somehow make sure that the sound is played only once when the conditions are satisfied - using a boolean, for instance. There are also errors in the if statements: when the if condition is true, only the statement that follows it is executed. If you want to execute more than one instruction, make a "compound statement": enclose the instructions in curly brackets, like below:

 ...

 private bool scoreReached = false; // declare t$$anonymous$$s outside any function

 void Update () {
     if (!scoreReached && scoreScript != null && scoreScript.score >= ScoreToEnable)
     { // enclose the code in curly brackets like t$$anonymous$$s
          Desstroy.SetActive(true); // active is obsolete, use SetActive instead
          audio.Play(); // play the sound
          scoreReached = true; // make sure t$$anonymous$$s code won't execute anymore
     }
 }
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avatar image Amer ALhwifi · Nov 29, 2013 at 10:59 AM 0
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Great answer sir ! :) Thank you :) .

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