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Question by tred1911 · Jul 25, 2012 at 05:16 PM · erroraudiojumpspacebar

Error trying to get audio to play when pressing jump button

I'm pretty new to the scripting part and I can't figure out what's wrong with my code. All I'm trying to do is get a sound to play when I press jump. I've looked up previous samples and I've gotten rid of most errors except 1 and I can't understand what is wrong.

 // When you press the jump button, play audioclip
 } 
  var video_game_power_up : AudioClip;
  function Update() {
  if (Input.GetButton("Jump")
  { 
  audio.playShot(video_game_power_up);
  }
  
  @script RequireComponent(AudioSource)

Any help would be greatly appreciated.

Anthony.

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Answer by Seth-Bergman · Jul 25, 2012 at 05:27 PM

 audio.PlayOneShot(video_game_power_up);

or

 audio.clip = video_game_power_up;
 audio.Play();
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avatar image AlucardJay · Jul 25, 2012 at 05:29 PM 0
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http://docs.unity3d.com/Documentation/ScriptReference/AudioSource.Play.html

http://docs.unity3d.com/Documentation/ScriptReference/AudioSource-clip.html

http://docs.unity3d.com/Documentation/ScriptReference/AudioSource.PlayOneShot.html

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Answer by tred1911 · Jul 25, 2012 at 06:02 PM

I seem to be getting an error above the line audio.playOneShot(video_game_power_up);

any ideas?

still no luck working.

again thanks so much for everyone's help!

 // This makes the character turn to face the current movement speed per default.
 var autoRotate : boolean = true;
 var maxRotationSpeed : float = 360;
 
 private var motor : CharacterMotor;
 
 // Use this for initialization
 function Awake () {
  motor = GetComponent(CharacterMotor);
 }
 
 // Update is called once per frame
 function Update () {
  // Get the input vector from kayboard or analog stick
  var directionVector = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0);
  
  if (directionVector != Vector3.zero) {
  // Get the length of the directon vector and then normalize it
  // Dividing by the length is cheaper than normalizing when we already have the length anyway
  var directionLength = directionVector.magnitude;
  directionVector = directionVector / directionLength;
  
  // Make sure the length is no bigger than 1
  directionLength = Mathf.Min(1, directionLength);
  
  // Make the input vector more sensitive towards the extremes and less sensitive in the middle
  // This makes it easier to control slow speeds when using analog sticks
  directionLength = directionLength * directionLength;
  
  // Multiply the normalized direction vector by the modified length
  directionVector = directionVector * directionLength;
  }
  
  // Rotate the input vector into camera space so up is camera's up and right is camera's right
  directionVector = Camera.main.transform.rotation * directionVector;
  
  // Rotate input vector to be perpendicular to character's up vector
  var camToCharacterSpace = Quaternion.FromToRotation(-Camera.main.transform.forward, transform.up);
  directionVector = (camToCharacterSpace * directionVector);
  
  // Apply the direction to the CharacterMotor
  motor.inputMoveDirection = directionVector;
  motor.inputJump = Input.GetButton("Jump");
  
  // When you press the jump button, play audioclip
 } 
  var video_game_power_up : AudioClip;
  function Update() {
  if (Input.GetButton("Jump")
  { 
  audio.playOneShot(video_game_power_up);
  }
  @script RequireComponent(AudioSource)
  
  // Set rotation to the move direction 
  if (autoRotate && directionVector.sqrMagnitude > 0.01) {
  var newForward : Vector3 = ConstantSlerp(
  transform.forward,
  directionVector,
  maxRotationSpeed * Time.deltaTime
  );
  newForward = ProjectOntoPlane(newForward, transform.up);
  transform.rotation = Quaternion.LookRotation(newForward, transform.up);
  }
 
 function ProjectOntoPlane (v : Vector3, normal : Vector3) {
  return v - Vector3.Project(v, normal);
 }
 
 function ConstantSlerp (from : Vector3, to : Vector3, angle : float) {
  var value : float = Mathf.Min(1, angle / Vector3.Angle(from, to));
  return Vector3.Slerp(from, to, value);
 }
 
 // Require a character controller to be attached to the same game object
 @script RequireComponent (CharacterMotor)
 @script AddComponentMenu ("Character/Platform Input Controller")
    
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avatar image Seth-Bergman · Jul 25, 2012 at 06:09 PM 1
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capital P : PlayOneShot

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