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Question by DarkJoney · Nov 09, 2013 at 03:24 PM · audioaudiosourceplay

Active audiosource change on button press. Making a ingame radio.

Hello everyone! I am now working on my game, and I want to make a radio system like GTA or Saints Row in my game. For 1st try I wanted to use gameobject with attached script and 2 audiosources with audioclips. I wrote script, which on button press activates 1st source (deactivates 2nd); activates 2nd(deactivates 1st) but it's wont work. So, there is a script -

 var audio1 : AudioSource;
 var audio2 : AudioSource;
 
 function Update () {
         if (Input.GetKeyDown ("1"))
             audio.Play(audio1);
             audio.Stop(audio2);
     if (Input.GetKeyDown ("2"))
             audio.Play(audio1);
             audio.Stop(audio2);
     }

Then, I tryed another code:

 var audio1 : AudioSource;
 var audio2 : AudioSource;
 
 function Update () {
         if (Input.GetKeyDown ("1"))
             audio1.active = true;
             audio2.active = false;
         if (Input.GetKeyDown ("2"))
             audio1.active = false;
             audio2.active = true;
     }

But it's dont work too. I googled this topic, but people just made a radio stream from internet. I want to use local music from game assets for radio system, and change it with keyboard button. Thanks every one, waiting for ideas.

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Answer by Madswint · Jun 12, 2014 at 04:23 PM

 var audio1 : AudioSource;
 var audio2 : AudioSource;
  
 function Update () {
         if (Input.GetKeyDown ("1")) {
             audio.Stop(audio2);
             audio.Play(audio1);
 }
     if (Input.GetKeyDown ("2")) {
             audio.Stop(audio1);
             audio.Play(audio2);
            
 }
     }

Only a year late but here you go :>

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avatar image AlphaGarg8447 · Nov 30, 2015 at 08:48 PM 0
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$$anonymous$$eycode.1 and $$anonymous$$eycode.2, not "1" and "2", that almost never works properly.

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