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Audio - Cannot play a Disabled audio Source. - Unity Forum
https://forum.unity.com/threads/cannot-play-a-disabled-audio-source.468084/#:~:text=Just%20add%20your%20PREFAB%20or%20OTHER%20audio%20source,audio%20source%20everytime%20you%20want%20to%20play%20it.
Audio - Cannot play a Disabled audio Source. - Unity Forum
https://forum.unity.com/threads/cannot-play-a-disabled-audio-source.468084/
Just add your PREFAB or OTHER audio source to the ACTIVE SCENE (preferrably in an empty object because there are many sound effects in a single game). The problem should solve this way. In above example you have to instantiate and destroy the audio source everytime you want to play it. I don't think that's a good approach.
c# - How to fix "Can't Play a Disabled Audio Source ...
https://stackoverflow.com/questions/47998714/how-to-fix-cant-play-a-disabled-audio-source
How to fix "Can't Play a Disabled Audio Source"? Ask Question Asked 4 years, 1 month ago. Active 6 months ago. Viewed 6k times 0 I am trying to add a sound into my game that whenever the player moves over a certain space it plays a crunch sound. I have created the AudioSource file and a .OGG file for the sound.
Cannot play a disabled audio source. - Unity Forum
https://forum.unity.com/threads/cannot-play-a-disabled-audio-source.504013/
Cannot play a disabled audio source. Discussion in 'Scripting' started by Code1345, Nov 10, 2017. csharp; debugging; script errors; visual studio; Code1345. Joined: May 21, 2017 Posts: 61. So I've been struggling over my code for a few hours with no luck. I'm trying to play and audio clip when walking into a box collider on top of a sword.
Can Not Play An Audio Source Even Though It Plays On Awake ...
https://answers.unity.com/questions/1069393/can-not-play-an-audio-source-even-though-it-plays.html
This suggests that it is otherwise not enabled? You cant Play it if that is the case. If it is enabled than make absolutely sure that you have dragged the correct audiosource into the relevant box. Also note that a Prefab is not enabled as it is not instanced. After instantiation consider how you acquire the AudioSource reference.
"Can not play a disabled Audio Source" error? : Unity2D
https://www.reddit.com/r/Unity2D/comments/lj8vj0/can_not_play_a_disabled_audio_source_error/
When enabling "Play on Awake", the sound plays perfectly without any issues once the scene is loaded, but trying to play the sound by itself (either with or without "Play on Awake" enabled) results in the "Can not play a disabled Audio Source" warning. Proof that everything is set up correctly/is active: https://imgur.com/a/GJCmRyD
Can not play a disabled audio source? : Unity3D
https://www.reddit.com/r/Unity3D/comments/6jor9e/can_not_play_a_disabled_audio_source/
Can not play a disabled audio source? Question I have a script that is just set to mySound.Play(); when the player enters a trigger and I put the AudioSource into the script in the inspector.
How to play a sound upon collision in Unity even when the ...
https://bladecast.pro/unity-tutorial/how-to-play-sound-collision-even-destroy
The Unity editor might also log that "Can not play a disabled audio source". You can solve this problem easily by using a method created just for this issue, the PlayClipAtPoint . This method is going to create an empty gameobject which the engine itself will be responsible for destroying after the sound finishes.
How to play audio in Unity (with examples) - Game Dev Beginner
https://gamedevbeginner.com/how-to-play-audio-in-unity-with-examples/
There are several different methods for playing audio in Unity, including: audioSource.Play to start a single clip from a script. audioSource.PlayOneShot to play overlapping, repeating and non-looping sounds. AudioSource.PlayClipAtPoint to play a clip at a 3D position, without an Audio Source.
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