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Question by EvyBenita · Jun 27, 2016 at 10:09 AM · animatorcoroutineaudiosource

Audiosource.Play not playing, but causing issues in coroutine

Hey guys,

My name is Benita and I am a code newb.

I have a bursting bubble animation working as I want it to, code looking like this:

 public IEnumerator ZapAnimation(){
     animatorOil.SetTrigger ("burst");
     yield return new WaitForSeconds (1);
     Destroy (oilBubObj);

I have an AudioSource named "bubble" declared at the top of the class. When I add bubble.Play() to the coroutine, the AudioSource never plays, the Animator gets stuck in a loop, and the object is never destroyed:

     animatorOil.SetTrigger ("burst");
     bubble.Play ();
     yield return new WaitForSeconds (1);
     Destroy (oilBubObj);

I'm using the same AudioSource for button presses in other scenes, and it works fine. The clip is about a second long, and is not set to loop/

Appreciate all the help I can get :)

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Answer by mcarney82 · Aug 08, 2016 at 03:56 AM

Were you able to get your audio to play? I'm having a similar issue myself.

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