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Question by lambda01 · Apr 08, 2020 at 11:12 AM · programmingsoundmultiplayer-networkingmusic

Play music and display an image synchronously on all clients with UNET

I have a server object choosing randomly (from a list) an image and song to play everytime audio isnt playing, and im trying to get these data from a client object to play the same song and image on all clients.

Here's what i actually have (woks only on server side)

  public class Random_MusicImage_Server : NetworkBehaviour
  {
      public GameObject ClientPlayer;
  
      public AudioClip[] musics;
      public Sprite[] images;
      private AudioSource audio;
      private SpriteRenderer imageRend;
  
      [SyncVar]
      public float mu_time;
  
      public int id_m;
      public int id_i;
  
      // Use this for initialization
      
      void Start()
      {
          audio = GetComponent<AudioSource>();
          imageRend = GetComponent<SpriteRenderer>();
      }
  
  
      void Update()
      {
          //Change when the song is finished
          if (!audio.isPlaying)
          {
              if (isServer)
              {
                  id_m = Random.Range(0, musics.Length);
                  id_i = Random.Range(0, images.Length);
                  //CmdChange(id_m, id_i);
                  //imageRend.sprite = images[id_i];
                  audio.clip = musics[id_m];
                  audio.Play();
              }
  
          }
          if (isServer)
          {
              mu_time = audio.time;
          }
      }
  }

 public class Random_MusicImage_Client : MonoBehaviour
  {
      public GameObject ServerPlayer;
  
      public AudioClip[] musics;
      public Sprite[] images;
      private AudioSource audio;
      private SpriteRenderer imageRend;
  
      // Use this for initialization
      void Start()
      {
          audio = GetComponent<AudioSource>();
          imageRend = GetComponent<SpriteRenderer>();
      }
  
      // Update is called once per frame
      void Update()
      {
          //Change when the song is finished
          if (!audio.isPlaying && ServerPlayer.GetComponent<AudioSource>().clip != null)
          {
              audio.clip = musics[ServerPlayer.GetComponent<Random_MusicImage_Server>().id_m];
              audio.Play();
  
              //Change image
              imageRend.sprite = images[ServerPlayer.GetComponent<Random_MusicImage_Server>().id_i];
  
              audio.time = ServerPlayer.GetComponent<Random_MusicImage_Server>().mu_time;
          }
      }
  }


I cant manage to think of a working solution, any idea ?

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