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Queueing audio
Let's say I have 2-3 songs that I want to play one after another. I am very close to implementing, but I have a little problem when switching those. They are of type AudioSource.
function controlMusic()
{
// Toggle music
if(Input.GetKeyDown("m"))
{
music1.mute = !(music1.mute);
music2.mute = !(music2.mute);
}
if (!(music1.isPlaying || music2.isPlaying))
{
switch (currentMusic)
{
case 1:
music1.Play();
break;
case 2:
music2.Play();
break;
}
currentMusic++;
if (currentMusic > 2) currentMusic = 1;
}
}
My problem is that this code doesn't work normally. However if I go to inspector during runtime and set music1 inactive(by clicking the tick), then it performs the switch.
@$$anonymous$$ossey how did it go? Please keep your answerers updated of your status.
Answer by fafase · Oct 28, 2013 at 03:42 PM
Ok let's get it back to the beginning.
public AudioSource [] audioSource;
int index = 0;
void Start()
{
audio.clip = audioSource[index];
StartCoroutine(PlaySong());
}
IEnumerator PlaySong()
{
while(true)
{
if(!audio.isPlaying)
{
if(++index == audioSource.Length)index = 0;
audio.clip = audioSource[index];
audio.Play();
}
yield return null;
}
}
Try this since I have not....
What it does now: First you have the array and an index. In the Start, you set the clip to be the first one. Then you start a coroutine that will play non-stop.
The coroutine is an infinite while loop which gets out every frame. In between, it checks whether the music is playing. If the music stops because we reached the end of the clip, the index is increased and checked against the length of the array. New clip is passed and play.
I am getting indexOutOfBound as well as my game crashes probably due to infinite loop. The music#1 plays.
$$anonymous$$y mistake, the > is ==.Infinite loop won't make the crash since it is getting out when hitting the yield.
Answer by tw1st3d · Oct 28, 2013 at 01:38 PM
Sorry that this is in C#, but I was a bit in a rush to get this done. It's explained fully, so if you don't know C# it won't be hard to understand.
/* Save under MusicRandomizer.cs */
using UnityEngine;
using System.Collections;
public class MusicRandomizer : MonoBehavior
{
private int curAudio = 0;
// Current audio file selected, out of an array.
// Inside of a C# array, the first element is listed as [0],
// so we set curMusic to 0
public AudioClip[] clips; // Define in editor
private void Update()
{
if(!gameObject.audio.clip.isPlaying)
// If no audio is playing
{
if(curMusic > clips.Length)
{
curAudio = 0;
// If curAudio is higher than your total clips, set back to 0
}
gameObject.audio.clip = clips[curAudio];
// Set game objects audio clip
gameObject.audio.clip.Play();
// Play game objects audio clip
curAudio++;
// Increment curAudio
}
}
}
I have a slight problem with this:
public AudioClip[] clips; // Define in editor
How do I do this?
That's not what I am looking for Statement, sorry. I am implementing the C# version. It says that I have to define the array of AudioClips in the editor, but I don't know how to do it.
The declaration will give an array of size 0. Give size and free slot will show up. Drag and drop in those slots. This is it.
Unity will do the memory allocation.
I am receiving errors on the lines:
if(!gameObject.audio.clip.isPlaying)
and
gameObject.audio.clip.Play();
They both say that UnityEngine.AudioClip does not contain a definition for those methods.
Your answer
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