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Question by Vel_1828 · Jun 06, 2015 at 10:40 PM · audioaudiosourceplayoneshot

PlayOneShot - skips and doubles the sound.

I've run into an awkward problem. I'm using PlayOneShot for some sounds in my code. The problem is - after playing a few sounds in a sequence, where a sound starts while the previous one is still playing (overlaping each other), the sound starts to "clogg up". The AudioSource skips some cycles and then plays them with a lag of a few seconds.

Now, before I start checking my 90-pages-long code - could this be caused by some Unity bug of PlayOneShot, or could this only be caused by a bad code?

Is there something I'm missing in the theory behind PlayOneShot? All sounds are in WAV, around 100-300 kb each.

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Answer by Johnz1234 · Jun 07, 2015 at 04:32 AM

use AudioSource.playClipAtPoint(sound,transform.position);

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avatar image Vel_1828 · Jun 07, 2015 at 08:23 AM 0
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Oh, my understatement. The Audiosource is moving, so PlayClipAtPoint "falls" behind the object as it moves. :P

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