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Question by rnapolitano · Feb 12, 2017 at 05:49 PM · playaudio sourceaudio.playaudio.clip

Audio plays on awake with "play on awake" unchecked

Hi, I want my sound to play on the win condition. Currently it plays at the begininng of the game and the win condition though. The "play on awake" is unchecked. I have tried removing the audio component and redoing it. I have tried removing the audio clip from the game and reimporting it. Nothing has worked. Here is my script:

using UnityEngine; using System.Collections; using UnityEngine.UI;

//[RequireComponent(typeof(AudioSource))] public class PlayerController : MonoBehaviour {

 //all public show up in the inspector
 public float speed;
 public Text countText;
 public Text winText;
 //public AudioClip winSound;

 private Rigidbody rb;
 private int count;
 private GameObject[] getCount;
 private int numPickUp;
 private AudioSource sound;

 //Update is called before rendering a frame--for most game code
 //FixedUpdate is called before performing physics calculations-physics goes here
 //Start is called on the first frame that the script is active, generally first of the game

 void Start()
 {
     rb = GetComponent<Rigidbody> ();
     count = 0;
     SetCountText ();
     winText.text = "";
     getCount = GameObject.FindGameObjectsWithTag ("Pick Up"); 
     numPickUp = getCount.Length;

 }

 void FixedUpdate()
 {
     //floats store inputs from the getaxis functions controlled by the keyboard
     float moveHorizontal = Input.GetAxis ("Horizontal");
     float moveVertical = Input.GetAxis ("Vertical");

     Vector3 movement = new Vector3 (moveHorizontal, 0, moveVertical);

     rb.AddForce (movement * speed);
 }

 void OnTriggerEnter (Collider other)
 {

     if (other.gameObject.CompareTag ("Pick Up")) 
     {
         count += 1;
         other.gameObject.SetActive (false); 
         SetCountText ();
     }

 }

 void SetCountText ()
 {        
     countText.text = "Count: " + count.ToString () ;
     if (count >= numPickUp) 
     {
         winText.text = "You Win!" ;
         sound = GetComponent<AudioSource>();
         sound.Play();
         //source = GetComponent<AudioSource> ();
         //source.Play ();
         //source.PlayOneShot (winSound);
     }
 }

}

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Answer by Chubzdoomer · Feb 13, 2017 at 02:59 PM

It looks like SetCountText is running before numPickUp is initialized, which results in "if (count >= numPickUp)" immediately evaluating to true.

Try rearranging your code so that both "getCount = GameObject.FindGameObjectsWithTag ("Pick Up");" and "numPickUp = getCount.Length;" come before "SetCountText()" in your Start function. That should do the trick!

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