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Question by SubatomicHero · Feb 21, 2013 at 06:28 PM · audioarraysaudio sourceaudio clip

Array of AudioClips not playing, please help

Hi all,

I have an array of 4 sounds added as an audioclip array:

 public AudioClip[] sounds;

and I initialise it in Start() like so:

 for (int i=0; i<4; i++)
         {
             sounds = new AudioClip[i];    
         }

Later on in my code I want to play a random sound from that bank. My object has an audiosource attached. The code I am using is:

 audio.clip = sounds[Random.Range(0, sounds.Length)];
 audio.Play();

The sounds are assigned in the inspector yet when my scene runs none of the sounds play.

What am I doing wrong?

Thanks in advance,

Martin

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avatar image SubatomicHero · Feb 21, 2013 at 08:15 PM 1
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Yeah I removed the initialization and it worked first time. I was under the understanding that you had to initialize each array position before you could use it :D

avatar image robertbu · Feb 21, 2013 at 08:20 PM 0
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FYI, this should have been a comment ins$$anonymous$$d of an answer.

In general you do have to initialize both the array as a whole and the individual elements. The way you went about the initialization it is wrong for general initialization. But you have a public variable and you set of the array size in the inspector and drag and drop items into the array into the inspector, Unity does this initialization for you.

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Answer by robertbu · Feb 21, 2013 at 06:54 PM

Your problem is here:

 for (int i=0; i<4; i++)
        {
          sounds = new AudioClip[i];   
        }

Just kill this initialization. This is recreating the array four times, each time a little longer, but in the process it blows away the original clips you assigned in the inspector.

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Answer by wholebitmedia · Feb 21, 2013 at 07:19 PM

You might try a case statement for this idea. I remember having a lot of issues with audio when I was learning it. In any case, if you are using C# you might need to indicate the desired audio inside the parenthesis after your Play command.

audio.Play(walk); or audio.PlayOneShot(land);

anyone else feel free to "chime" it!?

Tha5 was just a little programming humor! :)

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Answer by Unity-Devloper · Jun 17, 2020 at 06:27 AM

     using UnityEngine;
     using System.Collections;
     using UnityEngine.UI;
     
         /// <summary>
         /// Class in charge to play sound in the game
         /// </summary>
         public class SoundManager : MonoBehaviour 
         {
             public AudioSource GamePlaySound;
             /// <summary>
             /// Reference to the jump sound
             /// </summary>
             public AudioClip[] soundClips;
     
             /// <summary>
             /// Reference to the audiosource who will play the sounds
             /// </summary>
             AudioSource audioSource;
     
            void Awake()
             {
                 audioSource = GetComponent<AudioSource> ();
             }
     
            public void PlaySoundClip()
             {
                 audioSource.PlayOneShot(soundClips[Random.Range(0,soundClips.Length)]);
                 ;
             }
         }
 
 
 




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