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Question by $$anonymous$$ · Aug 24, 2013 at 03:29 PM · c#erroraudio

[c#]Does audio.Play() work only in Update and Start funcitons?

Im Instantiating enemies and trying to make explosion sound when enemy is dying, so audio.Play() doesnt work in my OnCollisionEnter() and OnDestroy() functions, i get this error :

Can not play a disabled audio source UnityEngine.AudioSource:Play()

But audio.Play() works in Start() and Update() functions. How can i fix this issue?Thanks!

My code:

 public class SimpleEnemy : MonoBehaviour {
 
         public AudioClip explosionSound;
         AudioSource Player;
 
         void Start () 
         {
             Player = gameObject.AddComponent<AudioSource>();
             Player.clip = explosionSound;
             Player.volume = 1f;
             Player.playOnAwake = false;
             Player.loop = false;      
         }
         
         void OnDestroy()
         {
               Player.Play();    
         }
         void OnCollisionEnter()
         { 
               Player.Play();
         }
 }

   
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Answer by Sajidfarooq · Aug 24, 2013 at 08:09 PM

Your Audio is being deleted before it can be played, since it is attached to a gameObject that gets destroyed before it can play the sound. Two things you could do

  • a) Use the static function PlayClipAtPoint (and pass it the position of the gameObject). That function automatically cleans-up the audio source after it has finished playing

  • b) Find the length of the sound clip and simply "wait" (put in a "yield") for that duration, and then destroy the gameObject.

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avatar image $$anonymous$$ · Aug 24, 2013 at 11:16 PM 0
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Thanks,PlayClipAtPoint works well!

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Answer by Owen-Reynolds · Aug 24, 2013 at 05:02 PM

The error seems pretty obvious -- can't play disabled sounds. For OnDestroy, you have to know the sound comes from the object. So OnDestroy can never play a sound (well, for 1/2 a frame.)

You could spawn an empty with the explosion sound (that destroys itself when done,) or have the explosion particle emitter also have a sound it plays. Or if all explosions sound the same (like a 2D game,) then have the player make the sound.

The usual way to have an AudioSource is just to click-create it. Making in Start should be the same, but you might want to check settings, and try it the other (manually add it beforehand) way.

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