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Question by stephenlegrand · Sep 08, 2013 at 12:31 AM · audioaudiosourceaudioplay

Audio not playing

Okay, I'm working on a door using a script borrowed from an example by someone else. When inside the box collider and pressing "e", the sound effect (in theory) plays, then the door opening animation plays. BUT: when I press "e", the door opens like it should, but no audio plays. Can you guys figure out what I might be doing wrong? I've used this exact method before and it worked great, but it's not working now. (NOTE: I've got my audio-source volume up as well. It's a 2d sound.)

Here's the entire door code:

 var timeOpen : float ;
 var doorOpenSound : AudioClip;
 var doorCloseSound : AudioClip;
 private var doorIsOpen : boolean ;
 private var doorTimer : float = 0.0 ;
 private var isBlocked : boolean = false ;
 
 
 function Update () {
     if(doorIsOpen && isBlocked == false) {
         doorTimer += Time.deltaTime ;
         
         if (doorTimer > timeOpen && isBlocked == false) {
             ShutDoor () ;
             doorTimer = 0.0 ;
             
             if (doorTimer > timeOpen && isBlocked == true) {
             doorTimer = 0.0 ;
             }
         }
     }
 }
 
 function OnTriggerEnter(other : Collider){
     if(other.gameObject.tag == "Player" && doorIsOpen == false && Input.GetKeyDown("e")){
     isBlocked = true ;
     OpenDoor () ;
     }
 }    
 
 function OnTriggerStay (other : Collider){
     if (doorIsOpen == false && Input.GetKeyDown("e")){
         isBlocked = true ;
         OpenDoor () ;
         if (doorIsOpen == true) {
             isBlocked = true ;
         }
     }
 }
 
 function OnTriggerExit (other : Collider){
     if(isBlocked == true) {
         isBlocked = false ;
         doorTimer = 0.0 ;
     }
 }
 
 function OpenDoor () {
     audio.clip = doorOpenSound;
     audio.Play();
     doorIsOpen = true ;
     animation.PlayQueued ("dooropen") ;
 }
 
 function ShutDoor () {
     audio.clip = doorCloseSound;
     audio.Play();
     doorIsOpen = false ;
     animation.PlayQueued  ("doorclose") ;
     animation.PlayQueued  ("dooridle") ;
 }
 
 @script RequireComponent(AudioSource)
 @script RequireComponent(BoxCollider)
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Answer by legion_44 · Sep 08, 2013 at 10:52 AM

Hi, try to use

 AudioClip.PlayClipAtPoint( doorOpenSound, this.transform.position); // or this.transform.position first, then doorOpenSound, i never can remember that (facepalm).

Hope that helps

Paul

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