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Question by lukefox01 · Feb 23, 2018 at 03:19 AM · audiounityeditor

How to stop only one audio clip?,How do I stop only one audioclip?

using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement;

public class Rocket : MonoBehaviour {

 [SerializeField] float rcsThrust = 100f;
 [SerializeField] float mainThrust =100f;

 Rigidbody rigidBody;

 public AudioClip crash;
 public AudioClip engine;
 public AudioClip victory;

 AudioSource audioSource;

 bool victoryPlayed = false;
 bool crashPlayed = false;

 bool Alive = true;

 // Use this for initialization
 void Start ()
 {
     rigidBody = GetComponent<Rigidbody>();
     audioSource = GetComponent<AudioSource> ();
 }
 
 // Update is called once per frame
 void Update ()
 {
     if (Alive == true) {
         Rotate ();
         Thrust ();
     }
 }

 void OnCollisionEnter(Collision collision)
 {
     switch (collision.gameObject.tag)
     {
     case "Friendly":
         break;
     case "Finish":
         Victory ();
         break;
     default:
         Alive = false;
         StartCoroutine (WaitForPlay (2.0f));
         break;
     }
 }

 void Thrust ()
 {
     if (Input.GetKey (KeyCode.Space)) {
         rigidBody.AddRelativeForce (Vector3.up * mainThrust);
         if (!audioSource.isPlaying) {
             audioSource.PlayOneShot (engine);
         }
     }
     else {
         //audioSource.Stop ();
     }
 }

 //Handles up movement as welll as side to side
 private void Rotate()
 {
     rigidBody.freezeRotation = true;

     float rotationThisFrame = rcsThrust * Time.deltaTime;

     if (Input.GetKey (KeyCode.A)) 
     {
         transform.Rotate (Vector3.forward * rotationThisFrame);
     } else if (Input.GetKey (KeyCode.D)) 
     {
         transform.Rotate (-Vector3.forward * rotationThisFrame);
     }

     rigidBody.freezeRotation = false;
 }

 void Victory()
 {
     if (victoryPlayed == false) 
     {
         audioSource.PlayOneShot (victory);
         victoryPlayed = true;
         StartCoroutine (WaitForVictory (2.0f));

     }
 }

 IEnumerator WaitForVictory(float WaitTime)
 {
     yield return new WaitForSeconds (1.5f);
     SceneManager.LoadScene(1);
 }

 IEnumerator WaitForPlay(float waitTime)
 {
     if (crashPlayed == false) 
     {
         audioSource.Stop ();
         crashPlayed = true;
         audioSource.PlayOneShot (crash);
         yield return new WaitForSeconds(1.5f);
         SceneManager.LoadScene(0);
     }
 }

}

The victory sound will not play because the rocket is not thrusting while you are landing thereforce it stops the audio source. How do I prevent this from happening. Why is there not a way to stop only one clip instead of the entire source? It makes no sense that the unity devs would not make it easier to stop only certain sounds. How do I work around this problem?

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avatar image RobAnthem · Feb 23, 2018 at 05:30 AM 0
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You can't stop a PlayOneShot, what you can do though is control what is actually being played. Like this.

 public AudioClip LoseSound;
 public AudioClip WinSound;
 public AudioSource mainSource;
 public void SetWin()
 {
     //Win code
     mainSource.clip = WinSound;
     mainSource.Play();
 }
 public void SetLose()
 {
     //Lose code
     mainSource.clip = LoseSound;
     mainSource.Play();
 }

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