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Question by imnickb · Sep 13, 2011 at 08:43 PM · audiocomponentclipsource

Do I have to create an audio source component to play a sound from script?

I want to play sounds from a script that's attached to a prefab. I'm confused because it seems like to do something like this:

 var RumbleSound : AudioClip;
 
 function Start() 
 {
     audio.PlayOneShot(RumbleSound);
 }

I have to add an audio source component to the prefab that the script is attached to. There doesn't have to a clip loaded in the audio source, but I definitely have to make an audio source.

I need to be able to add several sounds to the script, which is why I'm not just playing audio from the audio source itself.

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Answer by aldonaletto · Sep 13, 2011 at 10:34 PM

There are three ways to play a sound:
1- Play(), which plays the sound currently stored in the AudioSource clip property (requires an AudioSource). You can declare several AudioClip variables or an AudioClip[] array, fill them at the Inspector, assign the sound you want to audio.clip and call audio.Play();
2- PlayOneShot(clip, vol), which plays the sound clip with volume vol - still requires an AudioSource. You can use the same procedure above to define the sounds, but there's no need to use the clip property, since you pass the AudioClip as a parameter;
3- PlayClipAtPoint(clip, point, vol), as @Molix suggested. You don't need an AudioSource because this function creates a temporary instance and kill it right after. It's useful when you don't want to create an AudioSource, or if you want the sound to play at a specific location;
NOTE: Only Play() affects and is affected by the audio source variables (pitch, isPlaying, loop etc.). If you need to change any of these characteristics or check isPlaying, use Play.

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avatar image imnickb · Sep 14, 2011 at 12:59 AM 0
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Perfect! That's exactly what I was looking for.

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Answer by Molix · Sep 13, 2011 at 10:03 PM

Check out PlayClipAtPoint. It does all the creation and clean-up of the audio source for you.

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