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Audio Individual audiosources in pooled prefabs

Discussion in 'Audio & Video' started by rock_mrb, Mar 25, 2019.

  1. rock_mrb

    rock_mrb

    Joined:
    Dec 27, 2018
    Posts:
    3
    So I have 6 cars with individual audio sources and audio clips set to play on awake, spawned by an object pooler. I want them to play individual one-shot audio clips as soon as they are spawned. Everything works fine until the pooling actually starts, for some reason the audio sources stops working. I can overcome this by setting the audio sources on loop but that creates unwanted feedbacks and amplification!... Is there a way around this? Have anyone faced this before? Thank you.