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Question by Unnamed · Apr 14, 2012 at 04:55 PM · javascriptaudiotimedelayongui

Using Time with OnGUI Help

Hello, I am new to Scripting and I ran into a problem.

Here is an example of what I am trying to do:


var clip : AudioClip;

function OnGUI {

     if (GUI.Button (Rect (0,0,0,0), "Level 1")) {
 
     audio.PlayOneShot(clip);
 
     // Time Delay
 
     Application.LoadLevel(1);
 
     }
 

}


Where I put // Time Delay, I needed something to delay Application.LoadLevel(1); from happening yet, so I could hear the full audio clip before loading level 1.

Remember that I am new to scripting.

Thank you everyone :) I hope you can help

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Answer by fafase · Apr 14, 2012 at 05:08 PM

As correctly stated by @OrangeLightning you cannot yield a OnGui. So you need a coroutine.

  var clip : AudioClip;
 var second : float;
 
 function OnGUI (){
 
     if (GUI.Button (Rect (0,0,0,0), "Level 1")) {
 
     audio.PlayOneShot(clip);
 
     Wait();
 
     }
 
 }
 
 function Wait(){
 yield WaitForSeconds(second);
 Application.LoadLevel(1);
 }

This one should work as I use it.

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avatar image AlucardJay · Apr 14, 2012 at 06:03 PM 0
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Here is the above code , fixed , tested and working :

 var clip : AudioClip;
 var second : float = 1.5; // change the time here, or in the inspector
 
 function OnGUI() { 
 
     if (GUI.Button (Rect (0,0,100,35), "Level 1")) {
 
     audio.PlayOneShot(clip);
 
     Wait();
 
     }
 
 }
 
 function Wait(){
     yield WaitForSeconds(second);
     Application.LoadLevel(1);
 }

you forgot the parentheses at the GUI function. Also the button had no dimensions

avatar image fafase · Apr 14, 2012 at 06:14 PM 0
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Right for the parenthesis, I edited. The dimensions, it is just coz I copy pasted his codes.

avatar image Unnamed · Apr 15, 2012 at 12:05 PM 0
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Thank's all of you guys! I got it to work in the end :)

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2

Answer by gregzo · Apr 14, 2012 at 06:18 PM

Hummm, if I were you, I wouldn't use PlayOneShot. Make sure you have an AudioSource Component on your object, set it to playOnAwake = false, loop = false, then the following code will wait the precise time of your clip before launching the next level.

 var myClip : AudioClip;
 
 function OnGUI() { 
 
     if (GUI.Button (Rect (0,0,100,35), "Level 1")) {
     audio.clip = myClip;
     audio.Play();
 
     WaitTillClipFinishesAndLoadLevel();
 
     }
 
 }
 
 function WaitTillClipFinishesAndLoadLevel(){
     while(audio.isPlaying)
     {
        yield;
     }
     Application.LoadLevel(1);
 }


P.S.: Audio is my specialty... In case you need help!

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