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Question by HKFiftyOne · Apr 25, 2013 at 11:05 PM · audiotriggerloop

Play Audio OnTriggerEnter then loop

I was wondering if anyone knew how to start playing audio, then loop it. What I have so far is just a PlayOneShot, but I'm not familiar with how I would go about writing a script that checks to see if the audio has played in it's entirety, then play the audio again and again in a loop.

Here's the PlayOneShot script, using a Trigger to play the audio.

 var Sound : AudioClip;
 
 private var hasPlayed = false;
 
 function OnTriggerEnter(){
     if(!hasPlayed){
         audio.PlayOneShot(Sound);
         hasPlayed = true;
     }
 }

Does anyone know of a way to play the audio in a loop after the whole thing has played? Using the "Loop" check box on the audio source won't work obviously, since PlayOneShot cancels out that function.

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Answer by ExpiredIndexCard · Apr 25, 2013 at 11:10 PM

Don't use PlayOneShot. Try using

 //put in update function and also take out the playoneshot
 if (!audio.isPlaying && hasPlayed)
    audio.PlayOneShot (sound);
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avatar image HKFiftyOne · Apr 26, 2013 at 05:33 PM 0
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Hey ExpiredIndexCard, I tried this method, and it seems to work, as in it plays the audio and loops it, but for some reason it seems to be playing every frame, so I get a bunch of layers of the same sound playing on top of eachother. Any idea why this might be? The script looks like it would avoid this problem.

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Answer by Johnnemann · Apr 26, 2013 at 12:26 AM

You could use the loop checkbox on the AudioSource, but uncheck "Play on start". Then, in your OnTriggerEnter, just do AudioSource.Play(); In OnTriggerExit(), do AudioSource.Stop(); (assuming you want the sound to stop when the trigger is exited).

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