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Question by El26 · Jul 12, 2015 at 12:01 PM · gameobjecttriggersoundspherecollidersound on key

Getting sound trigger to work

I don't understand why my sound trigger is not working. I have created a GameObject and added an Audio Source to it (on Audio Source I have the 'Play On Wake' and 'Loop' checked. Then I added a Sphere Collider (I have the 'Is Trigger' checked). Finally I added my script and added the sound clips into the inspector. Unity also says that: "There are 2 audio listeners in the scene." I have pretty much unchecked all the audio listeners and it still says it, what am I doing wrong?

Here is how my script looks like:

 #pragma strict
 
 var WalkAudio:AudioClip; 
  var OutCry:AudioClip; 
  
  function Update (){
  
  
  var Audio= gameObject.GetComponent(AudioSource);
  
     if(Input.GetButton("Horizontal") || Input.GetButton("Vertical"))
      {
         
     Audio.Play();
      }
      else
      {
      
       Audio.Pause();
      }
  }
  
 
  
  function OnControllerColliderHit (hit : ControllerColliderHit)
  {
  var Audio= gameObject.GetComponent(AudioSource);
      if (hit.gameObject.tag == "templeFloor")
      {
          var groundType = 1;
          print("Temple");
          Audio.clip=OutCry;
      }
  else{
  Audio.clip=WalkAudio;
  }
  
  }
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Answer by TheFloatingSheep · Jul 12, 2015 at 02:29 PM

The... var Audio= gameObject.GetComponent(AudioSource); You don't need that part for the audio component. If the script is on the same gameobject you can simply use audio.Play(); audio.Pause();

If the audio component is on another gameobject, you can add a var

 var Example : GameObject;


and use it like:

 Example.audio.Play();

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