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Question by Dee Va · Apr 05, 2012 at 12:38 PM · audiotimeaudioplay

how to play audio at a given time.

how to play audio at a given time,i mean i wanted to play audio after 1 min in the game. anyone please.

thank you

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Answer by Kleptomaniac · Apr 05, 2012 at 01:29 PM

 var foo : AudioSource;
 
 function Update () {
     
     if (!foo.isPlaying && Time.time >= 60) {
         foo.Play();
     }
 }

Simple as that. ;)

Hope that helps, Klep

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avatar image Kryptos · Apr 05, 2012 at 01:53 PM 1
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It is not necessary (even buggy?) to ask to play it each frame once it is already playing, so this code is better:

 if( !foo.isPlaying && Time.time >= 60 )
avatar image Kleptomaniac · Apr 05, 2012 at 01:58 PM 0
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Oh crap, sorry! Haha! What a stupid mistake! Literally facepal$$anonymous$$g right now ... Thanks for that pickup :D

avatar image Kleptomaniac · Apr 05, 2012 at 01:58 PM 0
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Edited answer :D Hahaha :D

avatar image Dominatro · Jun 23, 2013 at 05:03 AM 0
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since that is in seconds but i only know the frame at which i want to put the sound how would i adjust for that?

like say for example i want a sound at 7 seconds and 13 frames

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Answer by Kryptos · Apr 05, 2012 at 01:50 PM

You can use coroutines. Following code is in C#, but JS is quite similar.

 IEnumerator PlaySoundAfterDelay( AudioSource audioSource, float delay )
 {
     if( audioSource == null )
         yield break;
     yield return new WaitForSeconds( delay );
     audioSource.Play();
 }

And to use it, you just need to start the coroutine:

 public AudioSource myAudio;

 void Start()
 {
     StartCoroutine( PlaySoundAfterDelay( myAudio, 60.0f ) );
 }
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avatar image Tomperke · Apr 01, 2014 at 06:46 PM 0
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Is there a way to "playoneshot" this?

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