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Question by pandagamingroyt · Aug 05, 2020 at 08:27 PM · collisiontimesounddelaycooldown

How to make a sound play and have a delay after so it can't be activated again very fast?

Hello. I want my sounds to have a delay after they are played so you can't activate them again very fast. I want to do this to my collision sounds because if a player walks into an object for a longer time the sound keeps playing because it detects a new collision and it is very annoying. I want to add a second of delay (or cooldown, how you want to name it) and then the sound can be activated again.

Thanks to all who will help :D

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Answer by The_Three_Vs · Aug 06, 2020 at 12:41 AM

You can make a cooldown by using a coroutine and a boolean that tells whether the coroutine cooldown is running. For example:

 public float cooldownTime = 1f;
 
 private bool inCooldown;
 private IEnumerator Cooldown()
 {
     //Set the cooldown flag to true, wait for the cooldown time to pass, then turn the flag to false
     inCooldown = true;
     yield return new WaitForSeconds(cooldownTime);
     inCooldown = false;
 }
 
 private void OnCollisionEnter(Collision collision)
 {
     //If the Cooldown coroutine is not currently running, play the sound and start a new cooldown
     if(!inCooldown)
     {
         //Play sound
 
         StartCoroutine(Cooldown());
     }
 }


Hope this helps!

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