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9
Question by Abacab · Feb 19, 2015 at 10:24 AM · c#audiocar

How to play an audio file after another finishes

Hello!

I'd want my level to start with a sound (start engine) and then after that sound is finished start the constant engine loop. How do I code that?

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Answer by Tuncer · Feb 19, 2015 at 11:40 AM

You need only one AudioSource. Add this script and assign AudioClips.

     using UnityEngine;
     using System.Collections;
 
     [RequireComponent(typeof(AudioSource))]
     public class ExampleClass : MonoBehaviour
     {
         public AudioClip engineStartClip;
         public AudioClip engineLoopClip;
         void Start()
         {
             GetComponent<AudioSource> ().loop = true;
             StartCoroutine(playEngineSound());
         }
 
         IEnumerator playEngineSound()
         {
             audio.clip = engineStartClip;
             audio.Play();
             yield return new WaitForSeconds(audio.clip.length);
             audio.clip = engineLoopClip;
             audio.Play();
         }
     }
 
 
 
 
 
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avatar image Abacab · Feb 19, 2015 at 12:07 PM 0
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It works, kind of. It does however play the engine start -sound 1,5 times before starting the engine loop. Why do you think that happens?

avatar image Tuncer · Feb 19, 2015 at 12:14 PM 0
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$$anonymous$$aybe, your engineStart audio clip has empty noise at the end, you need to cut it.

avatar image Abacab · Feb 19, 2015 at 12:17 PM 0
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I don't think it has (checked with audacity). Any way to make sure?

avatar image Rienhl · Jun 26, 2015 at 06:14 PM 0
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Did you get to fix this? I also tried kbaloch's solution and I get a small waiting time between the first and the second clip. (No empty noise anywhere in the samples)

avatar image Lolypop79 · Sep 09, 2019 at 03:15 AM 0
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TYS$$anonymous$$!!! I needed this! :D

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8

Answer by dcarneiro · Aug 24, 2018 at 03:04 PM

@HonoraryBob I tried what you guys told but it still have a pause/delay. But this post helped me to find a solution!

This worked perfectly for me:

 musicIntro.Play ();
 musicLoop.PlayDelayed(musicIntro.clip.length);

Hope it helps someone in 2018+ :D

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avatar image dcarneiro · Aug 24, 2018 at 03:05 PM 0
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And I used what @hacky97 said: 2 AudioSources!

avatar image hacky97 · Aug 26, 2018 at 03:55 PM 0
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This is even more beautiful. Cool.

avatar image Fardyman · Sep 01, 2018 at 06:15 PM 0
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Do I put this code in the Start() function of the script or in a CoRoutine function?

avatar image arjanwiegel · Oct 03, 2018 at 01:43 PM 0
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It is something that should get called on the start, like in the Start() function. Coroutines are for continuous loops. Play() and playdelayed() are just 2 commands that exit after being called. Unity itself handles all the background checking.

avatar image AdamO88 · Jan 16, 2020 at 09:09 AM 0
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Perfect! Sounds really good. Thanks! It helps in 2020 ;)

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Answer by Farwall · Dec 28, 2017 at 04:37 AM

 using UnityEngine;
 using System.Collections;
 [RequireComponent(typeof(AudioSource))]
 public class LoopBGM : MonoBehaviour
 {
     public AudioClip StartClip;
     public AudioClip LoopClip;
 
     void Start()
     {
         StartCoroutine(playSound());
     }
 
     IEnumerator playSound()
     {
         GetComponent<AudioSource>().clip = StartClip;
         GetComponent<AudioSource>().Play();
         yield return new WaitForSeconds(StartClip.length);
         GetComponent<AudioSource>().clip = LoopClip;
         GetComponent<AudioSource>().Play();
         GetComponent<AudioSource>().loop = true;
     }
 }
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avatar image yogurtbutt · Sep 08, 2021 at 11:02 AM 0
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how would I change this so I can play three clips instead of two?

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Answer by hacky97 · Jan 07, 2017 at 08:26 PM

The problem is that switching the audioclip adds a small delay to the processing. It is also a good idea to give unity some time to preload everything.

add 2 audiosources. Wait for the first one to finish and play the second one.

 using UnityEngine;
 using System.Collections;
 
 [RequireComponent(typeof(AudioSource))]
 public class QueueAudioClip: MonoBehaviour
 {
     public AudioSource audioSourceIntro;
     public AudioSource audioSourceLoop;
     private bool startedLoop;
 
     void FixedUpdate()
     {
         if (!audioSourceIntro.isPlaying && !startedLoop)
         {
             audioSourceLoop.Play();
             Debug.Log("Done playing");
             startedLoop = true;
         }
     }
 }
 
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avatar image HonoraryBob · May 12, 2018 at 05:37 PM 0
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@hacky97 Is that the only way to avoid a delay?

avatar image hacky97 · Aug 26, 2018 at 03:53 PM 0
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It is the only way to avoid delays due to loading of the clip. Unity provides no convenient way to detect the end of a clip and also it might take a while before a clip starts playing. Hence: preload both clips by using 2 audiosources and keep an eye on the isPlaying property.

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0

Answer by kbaloch · Feb 19, 2015 at 11:42 AM

you should do something like this

 AudioClip otherClip; 
 bool playNow = false;
 
 yield WaitForSeconds (audio.clip.length); 
 playNow = true;
 
 void Update () {
 
 if(playNow) { 
 // Assign the other clip  
 audio.clip = otherClip; 
 audio.Play(); 
 playNow = false; 
 }

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