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Question by FPSNOOB:D · Oct 29, 2012 at 04:42 AM · soundgunshoot

How do I add a gunshot sound to this?

I do not know how to add a audio file to this. Btw my gunshot file name is shoot.mp3 thanks

 var projectile : Rigidbody;
 var speed = 200;
 function Update()
 {
  if( Input.GetButtonDown( "Fire1" ) )
   {
   var instantiatedProjectile : Rigidbody = Instantiate( 
    projectile, transform.position, transform.rotation );
   instantiatedProjectile.velocity =
    transform.TransformDirection( Vector3( 0, 0, speed ) );
   Physics.IgnoreCollision( instantiatedProjectile. collider,
    transform.root.collider );
   }
 }
 
 
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Answer by deltamish · Oct 29, 2012 at 04:56 AM

Hello If you want a simple code that does play only firing sound here is the script

Add audiosource componenet to your gun and add your shoot.mp3 to it and add this script to your gun script which must me added to the gun model

 var firing:boolean = false;
 //add other variables
 function Update(){
 if( Input.GetButtonDown( "Fire1" ) ) {
   
 //your code 
 firing = true;
 if(firing && !audio.IsPlaying){
 audio.Play();
 audio.loop = true;
 }
 if(!firing){

audio.Stop();

}

 }
     if(!Input.GetButtonDown("Fire1")){
     firing = false;
     }
     }


Or For more realism

 var firing:boolean = false;
 var clip:AudioClip;
 //add other variables
 function Update(){
 if( Input.GetButtonDown( "Fire1" ) ) {
 
 //your code 
 firing = true;
 if(firing && !audio.IsPlaying){
 audio.PlayOneShot(clip);
 }
  } if(!Input.GetButtonDown("Fire1")){ firing = false; } }

if you want one with reload and other sounds leave a comment

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avatar image doomguy95 · Oct 09, 2013 at 04:47 PM 0
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Hi, i had the smae problem. However when i used your scrip the gun sound keeps on randomly playng even when im not firing. Please, please help! (thanks)

avatar image deltamish · Oct 10, 2013 at 04:39 PM 0
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Hi sorry about that i for got to make it stop

avatar image doomguy95 · Oct 12, 2013 at 03:44 PM 0
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THAN$$anonymous$$YOU SO $$anonymous$$UCH DUDE YOUR THE BEST!

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Answer by Tomer-Barkan · Oct 09, 2013 at 05:16 PM

I'd go for adding an AudioSource component to the projectile prefab. First, attach an AudioSource component to the projectile prefab in the editor. Make sure to import the sound resource as well and attach it to the audio source. Here's a nice tutorial in unity that shows how to do that:

http://www.youtube.com/watch?v=1BMJFgK68IU

Then after instantiating the projectile add the following code to make it play the sound as soon as it instantiates:

 var audio : AudioSource = instantiatedProjectile.GetComponent(AudioSource);
 audio.loop = false;
 audio.Play();

This way, since each projectile has it's own AudioSource, there's no problem if you shoot again while the audio from the first is still playing, you will hear the end of the first shot and also the new shot at the same time, which is realistic.

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