Question by 
               wraith1821 · Oct 10, 2016 at 12:12 PM · 
                c#collisionaudio  
              
 
              Audio Timing sync with Collision Object Appearance
I am creating a jump scare and when the collider is triggered the audio plays before the renderer displays the object(capsule). So just trying to figure out a way to sync the two so that the audio starts at the same time as the capsule appears. Thanks ahead of time. I know there's unnecessary code in there. I was moving stuff around to see if the it was runtime lag. Code below:
 using UnityEngine;
 using System.Collections;
 using System;
 using System.Collections.Generic;
 
 public class JumpScareCollider : MonoBehaviour {
 
     public GameObject jumpScareObject;
     public float destroyInSeconds;
     public AudioClip jumpScareAudio;
 
 
     void Start ()
     {
         GetComponent<AudioSource> ().playOnAwake = false;
         GetComponent<AudioSource> ().clip = jumpScareAudio;
         jumpScareObject.GetComponent<Renderer>().enabled = false;
 
     }
 
     public void update()
     {
 
     }
 
     public void OnTriggerEnter(Collider col)
 
     {
         if (jumpScareObject != null)
         StartCoroutine("Wait");
         GetComponent<AudioSource> ().Play ();
     }
 
     private IEnumerator Wait ()
     {
         jumpScareObject.GetComponent<Renderer>().enabled = true;
 
 
         yield return new WaitForSeconds (destroyInSeconds);
 
         Destroy (jumpScareObject);
     }
 
 }
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