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Question by chiefs29b · Apr 03, 2013 at 01:15 AM · collisionsoundoncollisionenter

Unity3D Playing Two Sounds - OnCollision

There is a player and an enemy. Using OnCollision, I have an if statement inside of that making sure the player is colliding with the enemy by checking the tag and verifying it. Once the collision happens with an enemy, I have gotten one sound to play, but cannot figure out how to make two sounds play at once. My code does not contain anything trying to play a second sound, as I have tried multiple different solutions, but have surmounted to nothing. I have tried looking through multiple questions on here and through Google to make sure it isn't a repeated question, and it has been to my misfortune that I am having trouble finding the answer. I will provide sample code below:

 var player : Transform;
 
 function OnCollisionEnter (collision : Collision)
 {
     if (collision.gameObject.tag == "Enemy"){
         player.audio.Play();    
 }
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avatar image whebert · Apr 03, 2013 at 01:19 AM 0
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Do you mean you want your enemy to also make a sound, as well as the player's?

avatar image chiefs29b · Apr 03, 2013 at 01:55 AM 0
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It will play a sound for a collision, as well as a "reward" sound effect for defeating the enemy. There could be another way around this, but I have not figured out another possible way.

avatar image whebert · Apr 03, 2013 at 03:21 AM 0
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So you are getting the collision sound now, but would also like the "reward" sound when your enemy dies? Does your enemy die immediately upon collision, or after many collisions, other means of doing damage?

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Answer by mhtraylor · Apr 03, 2013 at 03:15 AM

You'll need to attach another AudioSource Component to the player object, set to play the "reward" AudioClip. Then use AudioSource.PlayOneShot(), perhaps something similar to this:

 var player : Transform;
 var collideSnd : AudioClip;
 var rewardSnd : AudioClip;
  
 function OnCollisionEnter (collision : Collision)
 {
     if (collision.gameObject.tag == "Enemy"){
         player.audio.PlayOneShot(collideSnd);
         player.audio.PlayOneShot(rewardSnd);
     }   
 }
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