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Unity - Scripting API: AudioSource.PlayOneShot
https://docs.unity3d.com/ScriptReference/AudioSource.PlayOneShot.html
Description. Plays an AudioClip, and scales the AudioSource volume by volumeScale. AudioSource.PlayOneShot does not cancel clips that are already being played by AudioSource.PlayOneShot and AudioSource.Play. For more information on how this method differs from AudioSource.Play, see AudioSource.
How to play audio in Unity (with examples ... - Game Dev ...
https://gamedevbeginner.com/how-to-play-audio-in-unity-with-examples/
Play One Shot is possibly the lesser-known method of triggering a sound on an Audio Source but is extremely useful for triggering sound effects. public class PlayAudio : MonoBehaviour { public AudioSource audioSource; public AudioClip clip; public float volume=0.5f; void Start() { audioSource.PlayOneShot(clip, volume); } }
Audio - How does audiosource.PlayOneShot works? - …
https://forum.unity.com/threads/how-does-audiosource-playoneshot-works.875455/
Using Play One Shot plays a sound once through the audio source. It doesn't require an Audio Clip in the field because you can play multiple sounds from one audio source using Play One Shot, which is why you need to specify the Audio Clip when calling it. The Audio Source volume will control the level of any sound playing through that audio source.
audio.PlayOneShot doesn't work in Unity - Stack Overflow
https://stackoverflow.com/questions/45845665/audio-playoneshot-doesnt-work-in-unity
Let's call it "AudioHolder" then find it an play the audio. GameObject obj = GameObject.Find("AudioHolder"); AudioSource aud = obj.GetComponent<AudioSource>(); aud.PlayOneShot(coinSound, 0.8f); Note: Remove the new AudioSource audio; and rename audio to something else. It's a good idea to do that.
AudioSource.PlayOneShot() is not looping - Unity Answers
https://answers.unity.com/questions/1123649/audiosourceplayoneshot-is-not-looping.html
PlayOneShot does exactly what the name suggests, it plays the audio clip once and stops. You may instead want to assign the audio clip in the inspector, set it to loop, and then use the Play () function instead. http://docs.unity3d.com/ScriptReference/AudioSource.Play.html. For changing the audio clip, you simply assign a new clip to the AudioSource.clip variable of …
Unity - Scripting API: AudioSource.PlayOneShot
https://docs.unity3d.com/530/Documentation/ScriptReference/AudioSource.PlayOneShot.html
#pragma strict @RequireComponent(AudioSource) public var impact: AudioClip; var audio: AudioSource; function Start() { audio = GetComponent.<AudioSource>(); } function OnCollisionEnter() { audio.PlayOneShot(impact, 0.7F); } using UnityEngine; using System.Collections;
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