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Question by jackpile · Mar 17, 2012 at 12:45 AM · timeaudiosourceplaytimescalemute

AudioSources don't play when setting Time.timescale = 0

I'm using the standard trick of setting Time.timescale = 0 to pause my game. Then I present buttons when paused to restart the level, go to the main menu, mute, shop, etc. I want to play a consistent button sound across all UI buttons when clicked, but when in game pause, my button clip doesn't play immediately. I assume that Time.timescale=0 tells Unity to also pause new audiosources. Is there any way around this and to make them play immediately? I can't find anything on the forum or in documentation. Thanks.

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Answer by rutter · Mar 17, 2012 at 12:56 AM

What method are you using to play the sounds? Are you sure it's being called?

This bit of JavaScript seems to work fine:

 @script RequireComponent(AudioSource)
 
 function Start()
 {
     Time.timeScale = 0f;
     audio.Play();
 }
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avatar image rollingpartygames · May 11, 2019 at 03:03 AM 0
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 void Start()
      {
          Time.timeScale = 0f;
          this.audioDevice.Play();
      }

in C#

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