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Question by bobkree · Apr 27, 2014 at 07:41 PM · audiosounddoors

(help) Door sound

So, when I press Q the door opens and the audio plays at the same time but when I close the door, the sound doesn't play until the door is closed. I want it to play at the same time as the door closes. Here is the script I used:

 var IsOpen : boolean = false;
  
 var CanOpen : boolean = false;
  
 var Volume : float = 0.5;
  
 function Start () {
 audio.volume = Volume;
 }
  
 function Update () {
  
 if(Input.GetKeyUp(KeyCode.Q) && !IsOpen && CanOpen)
  
 {
         Opening();
         IsOpen = true;
         audio.Play();
 }
  
 else if(Input.GetKeyUp(KeyCode.Q) && IsOpen && CanOpen)
  
 {
         Closing();
         IsOpen = false;
 }
  
  
 }
  
 function Opening()
 {
 for (var i = 0; i < 100; i++)
 {
     transform.Translate(-0.017,0,0);
    
     yield WaitForSeconds(0.01);
         }
 }
  
 function Closing()
 {
 for (var i = 0; i < 100; i++)
 {
     transform.Translate(0.017,0,0);
    
     yield WaitForSeconds(0.01);
     audio.Play();
         }
 }
  
 function OnTriggerEnter (other : Collider)
 {
         if(other.gameObject.tag == "Player")
         {
                 CanOpen = true;
         }
 }
  
 function OnTriggerExit (other : Collider)
 {
         if(other.gameObject.tag == "Player")
         {
                 CanOpen = false;
         }
 }
  
  
 @script RequireComponent(AudioSource)
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Answer by FLASHDENMARK · Apr 27, 2014 at 07:50 PM

You placed your audio.Play() call inside the for loop when closing the door.

 var IsOpen : boolean = false;
  
 var CanOpen : boolean = false;
  
 var Volume : float = 0.5;
  
 function Start () {
    audio.volume = Volume;
 }
  
 function Update () {
    if(Input.GetKeyUp(KeyCode.Q) && !IsOpen && CanOpen)
    {
        Opening();
        IsOpen = true;
        audio.Play();
    }
  
    else if(Input.GetKeyUp(KeyCode.Q) && IsOpen && CanOpen)
    {
        Closing();
        IsOpen = false;
        audio.Play();                 //Added this
    }
 }
  
 function Opening () {
     for (var i = 0; i < 100; i++)
     {
         transform.Translate(-0.017,0,0);
  
         yield WaitForSeconds(0.01);
     }
 }
  
 function Closing () {
     for (var i = 0; i < 100; i++)
     {
         transform.Translate(0.017,0,0);
  
         yield WaitForSeconds(0.01);
         //audio.Play();                And removed this
     }
 }
  
 function OnTriggerEnter (other : Collider) {
     if(other.gameObject.tag == "Player")
     {
         CanOpen = true;
     }
 }
  
 function OnTriggerExit (other : Collider) {
     if(other.gameObject.tag == "Player")
     {
         CanOpen = false;
     }
 }
  
 @script RequireComponent(AudioSource)

Also a word of advice. Never name variable names with capital starting letters. Like:

CanOpen is generally not good practice.

canOpen is generally better and is a capitalization style called camel case.

It is of course a matter of preference.

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avatar image bobkree · Apr 27, 2014 at 10:30 PM 0
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Thanks, it worked. And thanks also for the advice. I am new to Unity and scripting.

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