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Question by BabaricBowl85 · May 10, 2021 at 09:21 AM · audioaudiosourceaudioclipaudioplay

How Do I Get This To Play Sound?

Hi, I'm fairly new to programming and I need help. I've been trying to make it so audio plays when you press the "start conversation" button and when the program writes a letter. However, it just doesn't seem to work. Please help me rewrite my spaghetti code and solve this issue. Help is much appreciated :)

using System.Collections; using System.Collections.Generic; using UnityEngine; using TMPro; using UnityEngine.UI; using System.Threading; using System.Linq; using UnityEngine.UIElements; using UnityEditor.Audio; using UnityEngine.Audio; using System; using Random = UnityEngine.Random;

public class CubeScript : MonoBehaviour { public Queue sentences; public Animator animator; public TextMeshProUGUI Text; [TextArea(3, 10)] public string[] Sentences; public AudioClip[] sounds; public AudioSource audioSource;

 private void Start()
 {
     sentences = new Queue<string>();

     sentences.Clear();

     foreach (string sentence in Sentences)
     {
         sentences.Enqueue(sentence);
     }

     DisplayNextSentence();
 }

 private void FixedUpdate()
 {
     if (Input.GetKeyDown(KeyCode.Space))
     {
         DisplayNextSentence();
     }
 }

 public void DisplayNextSentence()
 {
     if (sentences.Count == 0)
     {
         EndDialogue();
         return;
     }

     string sentence = sentences.Dequeue();
     StartCoroutine(TypeText(sentence));
 }

 public void EndDialogue()
 {
     Text.text = "(End of conversation)";
 }

 public void StartConvo()
 {
     animator.SetTrigger("DialogueStarted");
     PlayAudio();
 }

 IEnumerator TypeText(string sentence)
 {
     Text.text = "";
     foreach (char letter in sentence.ToCharArray())
     {
         if (letter == '.')
         {
             Text.text += letter;

             PlayAudio();

             yield return new WaitForSeconds(0.5f);
         }
         
         else
         {
             Text.text += letter;

             PlayAudio();

             yield return new WaitForSeconds(0.1f);
         }    
     }
 }

 private void PlayAudio()
 {
     audioSource.clip = sounds[Random.Range(0, sounds.Length)];
     audioSource.PlayOneShot(audioSource.clip);
 }

}

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