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Question by dhruvn · Jul 25, 2013 at 01:45 AM · javascriptaudioaudioplay

Trying to loop audio in a pattern - after 10 seconds under condition

I am trying to write a function where if the character controller in question is moving, it will play a sound every 10 seconds. For some reason the code keeps on looping the audio even when loop is not selected in the audiosource for the controller. Any tips?

 #pragma strict
 var obj1 : CharacterController;
 
 function Start () {
 
 }
 
 function Update () {
     Ping();
 }
 
 function Ping(){
     
     if(!audio.isPlaying && obj1.velocity != 0 )
     {
     audio.Play();
     yield WaitForSeconds(10);
     
     }
     
 }
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Answer by FreeTimeDev · Jul 25, 2013 at 04:51 AM

Instead of seeing if audio.isPlaying I'd create a new bool and turn that on/off for desired effect.

 #pragma strict
 var obj1 : CharacterController;
 var canPlay : bool = true;
  
 
  
 function Update () {
     Ping();
 }
  
 function Ping(){
  
     if(canPlay && Mathf.Approximately(obj1.velocity, 0)
     {
     audio.Play();
     canPlay = false
     yield WaitForSeconds(10);
     canPlay = true;
     Debug.Log("canPlay = true");
     }else
 {
 Debug.Log("!canPlay || !Moving");
 }
  
 }

Also, since velocity is a float you'd probably want to compare it using Approximately. Comparing floats (even 5f/5f == 1f) can sometimes fail.

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