Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Oc3anStudios · Mar 24, 2015 at 07:39 AM · c#audioaudiosourcekeycode

How to use "or" for Keycodes

I'm currently trying to get the following program to play the audio if either of the two keys (Keycode.W and Keycode.S) was pressed, and to stop the audio when the certain key pressed was released. Currently when I run it like it is now, it toggles the sound on/off for only the W key with the S key press just having silence.

 public AudioClip robotTurn;
 public AudioClip robotMove;
 public AudioSource mySource;

 // Update is called once per frame
 void Update () 
 {
     var key = KeyCode.W | KeyCode.S; // WRONG should be || not |

     if (!Input.GetKey(key))
     {
         audio.clip = robotMove;
         audio.Play ();
         mySource.loop = true;
     }
     if (Input.GetKeyUp(key))
     {
         audio.clip = null;
     }
 }

}

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Fattie · Mar 24, 2015 at 08:57 AM 0
Share

or has TWO PIPELINES. ONE pipeline is a totally different operator.

2 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by WillNode · Mar 24, 2015 at 08:03 AM

maybe what are you trying is this :

  void Update ()
 {
  
 if (!(Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S)))
 {
 audio.clip = robotMove;
 audio.Play ();
 mySource.loop = true;
 }
 if (Input.GetKeyUp(KeyCode.W) || Input.GetKeyUp(KeyCode.S))
 {
 audio.clip = null;
 }
 }

it's better to use Input.GetButton() instead if you want to set two keys at a time, but depends on your question, hope this answer help you.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
1

Answer by Andres-Fernandez · Mar 24, 2015 at 08:02 AM

There are several ways of doing that (using a list of keycodes to be allowed to start the sound and detect any key press, for example). But the easiest that comes to my mind is just using a bit of logic to control which key is pressed (knowing that you only use those two keys):

You need to keep track of the key that triggered the sound and also the state of the clip being played:

     private bool isPlaying = false;
     private KeyCode soundTrigger;
     
     void Update() {
        if (Input.GetKeyDown(KeyCode.W) && !isPlaying) {
           soundTrigger = KeyCode.W;
           isPlaying = true;
           PlayMyClip();
        }
        if (Input.GetKeyDown(KeyCode.S) && !isPlaying) {
           soundTrigger = KeyCode.S;
           isPlaying = true;
           PlayMyClip();
        }
        if (Input.GetKeyUp(KeyCode.W) && isPlaying && soundTrigger == KeyCode.W) {
           audio.clip = null;
           isPlaying = false;
        }
        if (Input.GetKeyUp(KeyCode.S) && isPlaying && soundTrigger == KeyCode.S) {
           audio.clip = null;
           isPlaying = false;
        }
     }
     
     void PlayMyClip() {
        audio.clip = robotMove;
        audio.Play();
        mySource.loop = true;
     }

Haven't tested the code, but the logic can be something similar to this one. Also, this isn't scalable at all, but it can work in this case.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Using OnAudioFilterRead with playOnAwake 0 Answers

Sound plays right at the beginning 2 Answers

How can I play audio clips depending on the players movement 0 Answers

Multiple Cars not working 1 Answer

Playing each channel of a midi track on separate audio sources? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges