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Question by jimmycrazyskills · May 26, 2015 at 11:07 PM · coroutineyielddelaywait

WaitForSeconds Question

Hi I'm trying to get my code to wait for a certain amount of time in this function that gets called when a UI Button is clicked.

 public function PlayRecording(){
     for(var i:int = 0; i < currentArrayPlace; i++)
     {
        playBackSound = Network.Instantiate(soundObject,transform.position,transform.rotation,0);
        if(recordingArrayInstruments[i] == "Piano"){
                playBackSound.audio.clip = pianoSoundClip;
        }
        playBackSound.audio.pitch = float.Parse(recordingArrayPitches[i]);
        playBackSound.transform.tag = recordingArrayInstruments[i] + recordingArrayPitches[i];
        playBackSound.audio.loop = false;
        playBackSound.audio.Play();
        if(i != 4){
                //I WANT IT TO WAIT HERE!!!!!!!!!!!!!!!!!!
        }
     }
 }

How can I do this, as I'm completely stumped. I realise similar questions have been asked before but I can't seem to incorporate their answers into mine.

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Answer by Mons1999 · May 26, 2015 at 11:13 PM

Use a coroutine.

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

You have to call your function like this : StartCoroutine(YouFunctionName()). The function called must be a IEnumerator, and you put the time to wait in the WaitForSeconds function.

Here's an example based on your code.

  public function PlayRecording(){
      for(var i:int = 0; i < currentArrayPlace; i++)
      {
    [...]
         if(i != 4){
              StartCoroutine(WaitForSomething());
 
         }
      }
  }
     
     private IEnumerator WaitForSomething() {
         yield return new WaitForSeconds(time you want to wait);
         >>Do what you want
    }

Please check answered if this helped ;)

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avatar image jimmycrazyskills · May 26, 2015 at 11:22 PM 0
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This is what I've got now , and it still plays all sounds at once with no delay/wait.

 public function PlayRecording(){
     for(var i:int = 0; i < currentArrayPlace; i++)
     {
        playBackSound = Network.Instantiate(soundObject,transform.position,transform.rotation,0);
        if(recordingArrayInstruments[i] == "Piano"){
                playBackSound.audio.clip = pianoSoundClip;
        }
        playBackSound.audio.pitch = float.Parse(recordingArray$$anonymous$$ches[i]);
        playBackSound.transform.tag = recordingArrayInstruments[i] + recordingArray$$anonymous$$ches[i];
        playBackSound.audio.loop = false;
        playBackSound.audio.Play();
        if(i != 4){
                //WaitForTime(recordingArrayTimes[i]); 
                StartCoroutine(WaitForTime(recordingArrayTimes[i+1]));
                //yield WaitForSeconds(recordingArrayTimes[i+1]);
        }
     }
 }
 
 public function WaitForTime(timeToWait:float) {
       yield WaitForSeconds(timeToWait);
 }
avatar image Mons1999 · May 27, 2015 at 09:02 AM 0
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You have to put what to do after the "yield WaitForSeconds(timeToWait);" line. Can you just explain a little bit what you want this script to do ? Because yes a for() loop is calculated in the same frame so without any delay. If you want a delay you'd better use a if() statement in the Update() function.

avatar image Mons1999 · May 27, 2015 at 12:40 PM 0
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So here's a code example. I usually code in C# so there might be errors but this is the main idea :

function Start(){ i=0; StartCoroutine(WaitForTime); }

  private function DoWhatINeedToDo(){
      playBackSound = Network.Instantiate(soundObject,transform.position,transform.rotation,0);
     if(recordingArrayInstruments[i] == "Piano"){
             playBackSound.audio.clip = pianoSoundClip;
     }
     playBackSound.audio.pitch = float.Parse(recordingArray$$anonymous$$ches[i]);
     playBackSound.transform.tag = recordingArrayInstruments[i] + recordingArray$$anonymous$$ches[i];
     playBackSound.audio.loop = false;
     playBackSound.audio.Play();
     if(i != 4){
             //WaitForTime(recordingArrayTimes[i]); 
             StartCoroutine(WaitForTime(recordingArrayTimes[i+1]));
             //yield WaitForSeconds(recordingArrayTimes[i+1]);
     }
  }
  
  public function WaitForTime(timeToWait:float) {
        yield WaitForSeconds(timeToWait);
        if(i!=4){
            i++;
            DoWhatINeedToDo();
            StartCoroutine(WaitForTime());
        }
  }

You first call in Start(), then you increase i each timeToWait, and you call again a function that does whatever you want to do. Let me know if this helped ;)

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0

Answer by tkoknordic · May 27, 2015 at 12:42 PM

Using a coroutine is one way and other is Invoke:

 public function PlayRecording(){
      for(var i:int = 0; i < currentArrayPlace; i++)
      {
         playBackSound = Network.Instantiate(soundObject,transform.position,transform.rotation,0);
         if(recordingArrayInstruments[i] == "Piano"){
                 playBackSound.audio.clip = pianoSoundClip;
         }
         playBackSound.audio.pitch = float.Parse(recordingArrayPitches[i]);
         playBackSound.transform.tag = recordingArrayInstruments[i] + recordingArrayPitches[i];
         playBackSound.audio.loop = false;
         playBackSound.audio.Play();
         if(i != 4){
                 //I WANT IT TO WAIT HERE!!!!!!!!!!!!!!!!!!
                 Invoke("DoRestOfStuff", recordingArrayTimes[i+1]);
         }
      }
  }
  
  public function DoRestOfStuff(){
     //do something here
  }
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