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Question by Stryder2384 · Feb 12, 2021 at 06:32 AM · prefabcrashgetcomponentaudiosourcerandom.range

Random audio clips from array on prefab crash

I have a prefab character that spawns using a UI button. I'd like to make them say a few different audio clip phrases at a random interval. I did some research on playing clips randomly, which I THINK I have coded correctly, but I have a feeling I'm doing something wrong in accessing my Audiosource. I keep getting crashes when I hit play, hence my attempt at null-checking.

For a little more info, this is a VR project. I had thought it the crash could be a VR issue since accessing the Vive seems to be buggy to me, but the project runs fine if I deactivate this audio script & the audiosrource.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Audio_Sue : MonoBehaviour
 {
     private AudioSource _audioSource;
     [SerializeField]
     private AudioClip[] _voiceClips;
     private AudioClip _voicePlay;
 
 
     void Start()
     {
         _audioSource = GetComponent<AudioSource>();
         StartCoroutine("_playRandom");
 
         if (_audioSource == null)
         {
             Debug.LogError("The AudioSource is Null");
         }
     }
 
     IEnumerator _playRandom()
     {
         if (_audioSource != null)
         {
             int index = Random.Range(0, _voiceClips.Length);
             _voicePlay = _voiceClips[index];
             _audioSource.clip = _voicePlay;
             _audioSource.Play();
          }
         yield return new WaitForSeconds(Random.Range(5.0f, 15.0f));
     }
 }


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