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Question by Rickenbaker · Apr 25, 2013 at 04:23 PM · audiosourceaudioclip

(SOLVED) Audio issue

I am working on a simple open-able doors in Unity and I want them to have open and close AudioClips. I nearly got to where I want, but the only problem is that now, I hear the audio clips play immediately when I load or build the game scene, even thought I have Play On Awake unmarked, and I am far from the trigger collider. After wards everything goes perfectly and no problems. So I thought the problem might be somewhere in the script.. but I have no idea where. Tested many examples I found here and there, but the problem remains.

If anyone had the same issue or might know whats causing it, I would really appreciate any help ;)

Here's the script:

 @script RequireComponent(AudioSource)
 
 var smooth = 2.0;
 var DoorOpenAngle = 90.0;
 
 var audio1 : AudioSource; 
 var audio2 : AudioSource; 
 
 
 private var open : boolean;
 private var enter : boolean;
 
 private var defaultRot : Vector3;
 private var openRot : Vector3;
 
 function Start(){
 
 var aSources = GetComponents(AudioSource);
 
   audio1 = aSources[0];
   audio2 = aSources[1];
 
 defaultRot = transform.eulerAngles;
 openRot = new Vector3 (defaultRot.x, defaultRot.y + DoorOpenAngle, defaultRot.z);
 }
 
 //Main function
 function Update (){
 if(open){
 //Open door
 transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, openRot, Time.deltaTime);
 
 audio2.Play ();
 
 }else{
 //Close door
 transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, defaultRot, Time.deltaTime * smooth);
 audio1.Play ();
 }
 
 if(Input.GetKeyDown("e") && enter){
 
 open = !open;
 
 }
 }
 
  
 //Activate the Main function when player is near the door
 function OnTriggerEnter (other : Collider){
 if (other.gameObject.tag == "Player") {
 enter = true;
 }
 }
 
 //Deactivate the Main function when player is go away from door
 function OnTriggerExit (other : Collider){
 if (other.gameObject.tag == "Player") {
 enter = false;
 }
 }

EDIT: oh and one more thing. I have two AudioSources attached to the door body object with each audio clip.

And the sound also plays for just a second when I stop the game scene

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avatar image AlucardJay · Apr 25, 2013 at 04:35 PM 1
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 if(open){
     audio2.Play ();
 }else{
     audio1.Play ();
 }

so one sound is always set to play. Audio1 will always play as soon as you start the scene.

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Answer by Rickenbaker · Apr 25, 2013 at 08:40 PM

ha, this script solved it for me:

 //Instruction:
 //Make an empty game object and call it "Door"
 //Rename your 3D door model to "Body"
 //Parent a "Body" object to "Door"
 //Make sure thet a "Door" object is in left down corner of "Body" object. The place where a Door Hinge need be
 //Add a box collider to "Door" object and make it much bigger then the "Body" model, mark it trigger
 //Assign this script to a "Door" game object that have box collider with trigger enabled
 //Press "f" to open the door and "g" to close the door
 //Make sure the main character is tagged "player"
  
 // Smothly open a door
 var smooth = 2.0;
 var DoorOpenAngle = 90.0;
 var DoorCloseAngle = 0.0;
 var open : boolean;
 var enter : boolean;
 
 var audio1 : AudioClip; 
 var audio2 : AudioClip; 
   
    
      
 //Main function
 function Update ()
 {
     if(open == true)
     {
            var target = Quaternion.Euler (0, DoorOpenAngle, 0);
            // Dampen towards the target rotation
            transform.localRotation = Quaternion.Slerp(transform.localRotation, target, Time.deltaTime * smooth);
     }
  
         if(open == false)
     {
            var target1 = Quaternion.Euler (0, DoorCloseAngle, 0);
            // Dampen towards the target rotation
            transform.localRotation = Quaternion.Slerp(transform.localRotation, target1, Time.deltaTime * smooth);
         }
  
         if(enter == true)
     {
            if(Input.GetKeyDown("e"))
        {
              open = !open;
            }
         }
 }
  
 //Activate the Main function when player is near the door
 function OnTriggerEnter (other : Collider)
 {
     if (other.gameObject.tag == "Player") 
     {
        (enter) = true;
         }
 }
  
 //Deactivate the Main function when player is go away from door
 function OnTriggerExit (other : Collider)
 {
     if (other.gameObject.tag == "Player") 
     {
        (enter) = false;
         }
 }
 //@youtube.com/user/maksimum654321
  
  
 //sound from door script:
  
 var Trigger : AudioClip;
  
 //when he enters the trigger zone 
 function OnTriggerStay()
 { 
     //if he presses the e key
     if (Input.GetKeyDown ("e")) 
     {
        //audio plays
        if (open) audio.PlayOneShot(audio1);
         else audio.PlayOneShot(audio2);
     }
 }
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