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avatar image
Question by Kensei · Jul 21, 2014 at 07:25 PM · c#audiosoundplay

Can't play any sounds. What's wrong?

I'm trying to play an audio clip when my player collects a powerup. Is there something wrong with this code?

 void OnTriggerEnter2D (Collider2D other) 
     {
         if (other.tag == "Player")
             audio.Play();
             jumper.jumpAttempts ++;
             Destroy (gameObject);
     }

Also, how to play sounds only ONCE if a condition is met? Since everything happens in Update() , if I use a conditional statement i just end up firing off my sound every frame.

 if (Input.GetKeyDown("escape"))
         {
             paused = !paused;
             myAudio.Play();
         }
             
         if(paused)
         {
             Time.timeScale = 0;
             }
         else 
         {
             Time.timeScale = 1;
         }

I can play a sound like this but that is only because the player presses the Escape button. I tried PlayOneShot but the results were the same. Ultimately I would like to have one sound on pause and another on play. With my current code I can only have 1.

Comment
Dogg

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avatar image Nerevar · Jul 21, 2014 at 10:34 PM 1
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Hello,

You destroy the object where your audiosource is attached so the sound is never playing. you should use PlayOneShot() for that.

To know if a sound is playing u can check the variable:

audio.isPlaying

finally use an array of clips to handle the different sounds you need

cheers

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Answer by sethuraj · Jul 22, 2014 at 07:21 AM

For the first code snippet you are trying to call audio.Play(); on a destroyed object.For calling audio on destroying object use something like this.Use another script like SoundManager.cs on a gameobject named SoundManager for playing sounds.

 //SoundManager.cs script
 public class SoundManager:MonoBehaviour
 {
   void Start()
   {
     //Create the audio source 
 
     //Load the audio clip
   }
 
   //The public function we will use to call to play the sound
   public void PlayJumpSound()
   {
     //Play the sound
     audio.play();
   }
 }

Now use your trigger scrpit like this

 void OnTriggerEnter2D(Collider2D other)
 {
   if(other.tag=="Player"
   {
     //Play the audio
     GameObject.Find("SoundManager").GetComponent<SoundManager>().PlayJumpSound();
     //Incriment the jump attempts
     jumper.jumpAttempts++;
     //Destroy the gameobject
     Destroy(gameObject);
   }
 }


The update function will call once per frame.That is if your FPS is 60,the Update() method will call 60 times a second.using audio.Play() directly in this method will keep on calling this method which will not give you the proper result.Use a boolean to make sure the function will only get called once

 bool IsSoundPlayed=false;
 
 if (Input.GetKeyDown("escape"))
 {
   paused = !paused;
 
   if(!IsSoundPlayed)
   {
     myAudio.Play();
     IsSoundPlayed=true;
   }
 }
 
 if(paused)
 {
   Time.timeScale = 0;
   //State to false
   IsSoundPlayed=false;
 }
 else
 {
   Time.timeScale = 1;
   //State to false
   IsSoundPlayed=false;
 }
Comment
Kensei

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avatar image Kensei · Jul 23, 2014 at 11:44 AM 1
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Omg thanks, I can't believe I couldn't come up with a solution by using a second bool.

As for the object destruction, kinda counter intuitive but does make some sense. Thank you.

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