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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/
Except that... The source *isnt* Disabled. I've validated the source component and the object with the script attached both have valid, working audio source components. By themselves I can play the audio component fine, so its not an issue there. I've checked to make sure that the game object plays the audio clip before the object is destroyed.
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 ...
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
I have included the source and clip to my game object and i have tried it both with and without "Play on wake" selected. Whenever the play walks over the player walks over the object i get a warning in the unity engine saying that the source is disabled. Any help is appreciated :)
Unity - Scripting API: AudioSource.Play
https://docs.unity3d.com/2018.4/Documentation/ScriptReference/AudioSource.Play.html
AudioSource will assume any Play call will have a new audio clip to play. Note: The AudioSource.PlayScheduled API will give you more accurate control over when the audio clip is played. using UnityEngine; // The Audio Source component has an AudioClip option. The audio // played in this example comes from AudioClip and is called audioData.
Can Not Play An Audio Source Even ... - answers.unity.com
https://answers.unity.com/questions/1069393/can-not-play-an-audio-source-even-though-it-plays.html
It plays the sound on Awake, but whenever it is called through scripts, it doesn't play sound, but instead give a "Can not play a disabled audio source" warning. Here is how it is called: if (Input.GetMouseButtonDown (0)) { CurrentWeapon.GetComponent<Weapon> ().Fire (); }
Can not play disabled Audio Source warnings in console ...
https://github.com/Unity-Technologies/EndlessRunnerSampleGame/issues/10
As you play through Trash Dash at several stages you'll get this warning in the console: "Can not play a disabled audio source UnityEngine.EventSystems.EventSystem.Update()" It happens on the following gameobjects: MissionPopup > MissionBackground > CloseButton; GameOver > MissionPopup > CloseButton; GameOver > Loadout
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