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Question by alilograpi · Sep 09, 2012 at 01:11 PM · soundrepeating

Sound Problem !

So there is my script :

 var distance;
 var target : Transform;    
 var lookAtDistance = 15.0;
 var attackRange = 10.0;
 var moveSpeed = 5.0;
 var damping = 6.0;
 var gameobject : GameObject;
 var auidioclip : AudioClip;
 private var isItAttacking = false;

 function Update () 
 {
 distance = Vector3.Distance(target.position, transform.position);

 if(distance < lookAtDistance)
 {
 isItAttacking = false;
 audio.PlayOneShot(audioclip);
 lookAt ();
 }   
 if(distance > lookAtDistance)
 {
 renderer.material.color = Color.green; 
 }
 if(distance < attackRange)
 {
 attack ();
 }
 if(isItAttacking)
 {
 Destroy(gameObject);
 }

}

function lookAt () { var rotation = Quaternion.LookRotation(target.position - transform.position); transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping); }

function attack () { isItAttacking = true; Destroy(gameObject);

 transform.Translate(Vector3.forward * moveSpeed *Time.deltaTime);

}

The problem is when i go close to the enemy , the sound start repeating many times ... But i want to hear the sound only 1 time in my game. I mean that i want to hear the sound normally once and then i want it to mute for ever. cant anyone please help me ?

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Answer by AlucardJay · Sep 09, 2012 at 06:55 PM

this is where your audio clip is playing every frame :

  if(distance < lookAtDistance)
  {
       isItAttacking = false;
       audio.PlayOneShot(audioclip);
       lookAt ();
  }  

you need to set up a counter or boolean that states if the sound is still playing or not. Here is some untested code (to add to, and change your script with) :

 var isAudioClipPlaying : boolean = false;
 
 // ....
 if(distance < lookAtDistance)
 {
     isItAttacking = false;
     // audio.PlayOneShot(audioclip);
     if (!isAudioClipPlaying) {
         DistanceCloseAudio();
     }
     lookAt ();
 } 
 // ....
 
 function DistanceCloseAudio()
 {
     isAudioClipPlaying = true;
     audio.PlayOneShot( audioclip );
     yield WaitForSeconds( audioclip.length );
     isAudioClipPlaying = false;
 }

also your variable name in the question is : var auidioclip : AudioClip; ?? you meant : var audioclip : AudioClip; =]

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