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Question by Bentoon · Aug 16, 2017 at 03:25 AM · c#audiomute

Synchronizing Audio

Hello

I have individual tracks of a song : vocal, bass, drums, vocal2, guitar etc...

I need to start them all in the start function and then trigger them on and off as the player moves around and clicks things...

here's the Audio Manager Script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 [RequireComponent(typeof(AudioSource))]
 
 public class audio_Mgmt: MonoBehaviour {
 
 
     public audio_Source vocal();
     public audio_Source drum();
     public audio_Source keys();
     public audio_Source bass();
 
 
     void Awake()
         {
             AudioSource vocal = GetComponent<AudioSource>();
             AudioSource drum = GetComponent<AudioSource>();
             AudioSource keys = GetComponent<AudioSource>();
             AudioSource bass = GetComponent<AudioSource>();
 
     }
 
     void Start()
     {
    
         vocal.Play();
         drum.Play();
         keys.Play();
         bass.Play();
 
     }
 }
 


Here is a script on an individual Trigger Object : using System.Collections; using System.Collections.Generic; using UnityEngine;

 [RequireComponent(typeof(AudioSource))]
 
 public class audio_Click : MonoBehaviour
 {
     private void Start()
     {
         AudioSource audio = GetComponent<AudioSource>();
     }
 
 
     void OnMouseUp()
     {    
         if (AudioSource.isPlaying) { AudioSource.Mute(); }
         else if (AudioSource.!isPlaying) { AudioSource.Play(); }
 
     }
 }


Too tired to see straight - Terminology in the last script sux. I want to simply mute the tracks so you can mix them but they all must be playing together already...

Thanks for your help

~be

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