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Question by Auto-Bot · Jun 03, 2014 at 04:29 AM · triggerplayerrandomsound

Triggering random sound on player

I'm using the following script to trigger one of a group of random sounds when I enter a trigger zone. The sounds are coming from the same game object.

I want to do something similar, but have the trigger zone trigger sounds on the Player rather than from that game object. I also want it to cycle through the different sounds rather than just playing one and stopping, with a small wait period between each sound, and for it to stop when I leave the zone.

I've played around with other other.gameObject.GetComponent but I don't quite understand it. :/

Any help is greatly appreciated!

 var isPlaying : boolean = false;
 var thisSound : AudioSource;
 var myClips : Object[];
 var sounds: AudioClip[];
  
 
 function OnTriggerEnter(){
     if(isPlaying == false){
         isPlaying = true;
         audio.clip = sounds[Random.Range(0,sounds.length)];
         audio.Play();
     }
 }
 
 function OnTriggerExit(){
     if(isPlaying == true){
         isPlaying = false;
     }
 }
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Answer by iwaldrop · Jun 03, 2014 at 04:56 AM

You shouldn't need GetComponent at all, but what you do need is a Coroutine.

 using UnityEngine;
 using System.Collections;
 
 [RequireComponent(typeof(AudioSource), typeof(SphereCollider))]
 public class RandomSoundPlayer : MonoBehaviour
 {
     public AudioClip[] clips;
 
     #region Unity
     void OnValidate()
     {
         collider.isTrigger = true;
     }
 
     void OnTriggerEnter()
     {
         if (containedColliderCount++ == 0)
             StartCoroutine(PlayRandomSound());
     }
 
     void OnTriggerExit()
     {
         if (--containedColliderCount == 0)
             StopPlaying();
     }
     #endregion
 
     #region Private
     private int containedColliderCount;
     
     private AudioClip RandomClip
     {
         get
         {
             return clips[(int)(Random.value * clips.Length)];
         }
     }
 
     void StopPlaying()
     {
         audio.Stop();
     }
 
     void PlayClip(AudioClip clip)
     {
         audio.clip = clip;
         audio.Play();
     }
 
     IEnumerator PlayRandomSound()
     {
         while (containedColliderCount > 0)
         {
             if (!audio.isPlaying)
                 PlayClip(RandomClip);
             yield return null;
         }
         StopPlaying();
     }
     #endregion
 }

What happens is that you add your clips, then start a coroutine when the first collider, and only the first collider, enters your trigger. This coroutine monitors the playing state of your audio source, and picks a new random clip to play if it isn't playing. When the last contained collider exits your trigger, you stop playing your sound.

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