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Question by logang · Feb 19, 2013 at 03:32 AM · audioplaycoin

audio.Play not working

I do not know why this is not working. can you tell me what I am doing wrong? thanks here is my code:

var CoinSound : AudioClip;

function OnTriggerEnter(other : Collider) {

 if( other.tag == "Player") {
 
     Destroy(gameObject);
     
     audio.clip = CoinSound;
     audio.Play();
 
 }

}

I was told this would work but it did not

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avatar image logang · Feb 19, 2013 at 02:22 AM 0
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Well I see what i did. it do not give a clip time to play. so how would i fix that(to play the clip Even though the coin is gone)

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Answer by AlucardJay · Feb 19, 2013 at 03:32 AM

  • play your sound

  • wait for the sound to finish playing

  • then destroy the object

    yield WaitForSeconds( CoinSound.length );

or... use PlayClipAtPoint or PlayOneShot

 audio.PlayOneShot( CoinSound );

Remember to destroy only after everything else is done =]

  • http://docs.unity3d.com/Documentation/ScriptReference/AudioSource.PlayOneShot.html

  • http://docs.unity3d.com/Documentation/ScriptReference/AudioSource.PlayClipAtPoint.html

  • http://docs.unity3d.com/Documentation/ScriptReference/WaitForSeconds.html

  • http://docs.unity3d.com/Documentation/ScriptReference/AudioClip-length.html

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avatar image logang · Feb 19, 2013 at 03:12 PM 0
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Okay thanks

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