![]() ![]() A simple Debug.Log function call is enough to determine this. You must make sure that the Play code is even executing. Don't deactivate the AudioSource GameObject. If the GameObject that has the Audiosource is deactivated, the audio would also stop. Or you can play the Audio, wait for it to finish playing then destroy it: IEnumerator playAudio()ĥ.The GameObject the AudioSource is attached to has been deactivated. The fix is to attach the AudioSource to GameObject that doesn't destroy. If the GameObject the AudioSource has been attached to is destroyed, the Audio would not play. This mistake is not uncommon and it causes the AudioSource not have time to play the audio over and over again.Įxample of this mistake: private void Update()Ĭheck the Audio is playing first before playing it.(Did this in the code from this question which is correct!) private void Update()Ĥ.The GameObject the AudioSource is attached to has been destroyed. Check and disable the mute on the Editor.ģ.Playing the sound every frame. If the Editor is muted no sound will be coming out of it but the build should have a sound. Sometimes, the audio reference is lost so simply repeat this step again to recreate the reference.Ģ.Editor is muted. Simply drag the audio to your hurtSound slot and you should hear the sound. If hurtSound not assigned or initialized in the Editor or via code, Unity won't throw any error. This is your AudioClip public AudioClip hurtSound Reasons why audio won't play in Unity: (From likely to unlikely) Your sound won't play not because you put it in the Update function.The reason it's not the Update function like some mentioned is because you protected it with if (!soundSource.isPlaying) so it will only play again only when the first one is doe playing. There are just many reasons why Audio many not play in Unity. I can't get it to play the sound it sees the audio source but my If 2D game, use OnCollisionEnter2D instead. Use collision detection + collider instead of the Update function to detect the hit then play audio: void OnCollisionEnter(Collision collision) ![]() The sample scene includes a 64 sample UI prefab that allows you to monitor results, and set sample size and data type within a WebGL build.I am trying to program a script that when you hit an enemy it plays a Combine Amplitude, SALSA, and our free AmplitudeSALSA add-on for WebGL-based character lip-sync.**AmplitudeSALSA is a separate free download for SALSA customers. The SALSA add-on (AmplitudeSALSA) is free for Amplitude customers using the link below. Read amplitude/frequency average from the float property.īeing the creators of SALSA Lipsync, we of course also created a SALSA lip-sync add-on that allows SALSA to leverage Amplitude for WebGL-based character lip-sync.Read amplitude/frequency values from the float array property.The values range from -1 to 1 for amplitude, and 0 to 1 for amplitude absolute values or frequency. While your audio is playing, Amplitude exposes a float array of the size you specified, and an average. Play your audio using the normal Unity AudioSource API. Native JavaScript library accesses Web Audio API directly.Īmplitude is easy to use, simply add the component, link your Unity AudioSource to the Amplitude AudioSource field, set the Data Type (Amplitude or Frequency), set the sample size, and set an amount of boost if desired.The custom inspector communicates with a native JavaScript library, allowing it to make function calls directly against the underlying web browser's Web Audio API. It offers a clean and simple custom Inspector, and leverages a standard Unity AudioSource component. ![]() Amplitude is a Unit圓D asset that provides access to audio amplitude and frequency data on the WebGL platform, where the Unity API does not.
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