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Question by Daniele · May 12, 2011 at 02:42 PM · audiofpssoundweapon

Gunshot sound not playing when handgun is fired

I'm having problems whereas a gunshot sound is to be liked to weapon firing and that it simply does not work.

My script for handgun is as follows:

var range = 200.0; var fireRate = 0.05; var force = 10.0; var damage = 5.0; var bulletsPerClip = 40; var clips = 20; var reloadTime = 0.5; private var hitParticles : ParticleEmitter; var muzzleFlash : Renderer; var bulletsLeft : int = 0; var bulletPrefab : Transform; var gunSound : AudioClip; private var nextFireTime = 0.0; private var m_LastFrameShot = -1; function Start () { hitParticles = GetComponentInChildren ( ParticleEmitter ); // We don't want to emit particles all the time, only when we hit something.

if ( hitParticles )

 hitParticles.emit = false;

bulletsLeft = bulletsPerClip;

}

function Update() { if ( Input.GetButtonDown ( "Fire1" ) ) { FireOneShot(); } }

function LateUpdate() { if ( muzzleFlash ) { // We shot this frame, enable the muzzle flash if ( m_LastFrameShot == Time.frameCount ) { muzzleFlash.transform.localRotation = Quaternion.AngleAxis ( Random.Range ( 0, 359 ), Vector3.forward ); muzzleFlash.enabled = true;

if ( audio ) { if ( !audio.isPlaying ) audio.Play();

         audio.loop = true;
     }
 }

// We didn't, disable the muzzle flash

    else
    {
        muzzleFlash.enabled = false;
        enabled = false;

// Play sound

        if ( audio )
        {
            audio.loop = false;
        }
    }
}

}

function Fire () { if ( bulletsLeft == 0 ) return;

// If there is more than one bullet between the last and this frame // Reset the nextFireTime if ( Time.time - fireRate > nextFireTime ) nextFireTime = Time.time - Time.deltaTime;

// Keep firing until we used up the fire time while ( nextFireTime < Time.time && bulletsLeft != 0 ) { FireOneShot(); nextFireTime += fireRate; } }

function FireOneShot () { var direction = transform.TransformDirection ( Vector3.forward ); var hit : RaycastHit; // Did we hit anything?

if ( Physics.Raycast ( transform.position, direction, hit, range ) )
{

// Apply a force to the rigidbody we hit if ( hit.rigidbody ) hit.rigidbody.AddForceAtPosition ( force * direction, hit.point );

// Place the particle system for spawing out of place where we hit the surface! // And spawn a couple of particles if ( hitParticles ) { hitParticles.transform.position = hit.point; hitParticles.transform.rotation = Quaternion.FromToRotation ( Vector3.up, hit.normal ); hitParticles.Emit(); }

// Send a damage message to the hit object hit.collider.SendMessageUpwards ( "ApplyDamage", damage, SendMessageOptions.DontRequireReceiver ); }

bulletsLeft--;

// Register that we shot this frame, // so that the LateUpdate function enabled the muzzleflash renderer for one frame m_LastFrameShot = Time.frameCount; enabled = true; // Reload gun in reload Time

if ( bulletsLeft == 0 )
    Reload();

}

function Reload () { // Wait for reload time first - then add more bullets! yield WaitForSeconds ( reloadTime ); // We have a clip left reload

if ( clips > 0 ) { clips--; bulletsLeft = bulletsPerClip; }

}

function GetBulletsLeft () { return bulletsLeft; }

I've tried adding an audio source to the parent of handgun model but still does not work unless I check 'play on awake' to which only plays the sound once, even though the weapon hasn't been fired.

Also the handgun script comes with a variety of properties, one includes 'Gun Sound'. Gunshot sound has been linked to this property but still no response in regards to playing when weapon fires.

Any suggestions to how I can get this all working?

Much thanks.

http://imageshack.us/photo/my-images/831/pic1ogx.png/

http://imageshack.us/photo/my-images/109/pic2o.png/

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