- Home /
 
 
               Question by 
               gimoj · Jul 19, 2014 at 04:03 PM · 
                audiosounddistortion  
              
 
              how to fix 2d sound distortion?
I have 2 audiosources in my gameobject. The first one play whenever I hit an enemy and it goes the way it should but the second one( plays when the player dies) gets distorted. I think I read somewhere that the reason is that it starts to play after every frame but I put a boolean to try and avoid that. Is there a way to fix this?
 void Start () 
 {
     playclip2 = false;
     AudioSource[] sounds = GetComponents<AudioSource>();
     clip1 = sounds[0];
     clip2 = sounds[1];
 }
 void Update ()
 {
         walking = true;
 }
 void FixedUpdate ()
 {    
     GroundCheck ();
     if (grounded == false || dragged == true) 
     {
         float h = Input.GetAxis ("Mouse X");
         
         if (h > 0 && !facingRight)
             Flip ();
         else if (h < 0 && facingRight)
             Flip ();
     }
     if (grounded == true) 
     {
         if (walking == true) 
         {
             walker ();
         }
         Collider2D[] frontHits = Physics2D.OverlapPointAll (frontCheck.position);
         
         foreach (Collider2D c in frontHits) {
             // If any of the colliders is an Obstacle...
             if (c.tag == "DirectionTrigger") {
                 Flip ();
                 break;
             }
             if (c.tag == "Enemy") {
                 
                 if (enemyhit == false){
                     if (c.gameObject.GetComponent<Bugbot> ().destructionImminent == false)
                     {
                     animator.SetTrigger("swat");
                     walking = false;
                         clip1.Play();
                     }
                 }
                 break;
             }
         }
     }
     if(HP <= 0 && !dead)
     {
         // ... call the death function.
         Death ();
         playclip2 = true;
         StartCoroutine(delayAnim());
     }
     if(playclip2 && !audio.isPlaying)
         {
             playclip();
         }
 }
 public void playclip()
     {
         clip2.Play();
     }
     
 
              
               Comment
              
 
               
               
               Best Answer 
              
 
              Answer by gimoj · Jul 19, 2014 at 04:32 PM
Nevermind, I got it to work now. All I had to do is change line 60 to: if(HP <= 0 && !dead && !playclip2)
Your answer
 
             Follow this Question
Related Questions
help with multiple sounds 0 Answers
Audio doesn't play 1 Answer
NGUI Volume And Quality Controle With Sliders Not working 1 Answer
Play from a variety of sounds? 1 Answer
multiple sounds, sound....sucky 0 Answers