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Question Issue having trouble Implementing audio

Discussion in 'Scripting' started by christopher05082004, May 8, 2022.

  1. christopher05082004

    christopher05082004

    Joined:
    Feb 2, 2022
    Posts:
    2
    Hi so I'm having a issue I'm really new to programming but I was trying to implement audio into my game but I can't how to Give character context
    Code (CSharp):
    1. using UnityEngine.Audio;
    2. using System;
    3. using System.Collections;
    4. using UnityEngine;
    5.  
    6. [RequireComponent(typeof(AudioSource))]
    7. public class SoundManagerScript : MonoBehaviour
    8. {
    9.     public Sound[] sounds = new Sound[1];
    10.     public static SoundManagerScript instance;
    11.  
    12.     // Start is called before the first frame update
    13.     void Awake()
    14.     {
    15.        
    16.  
    17.         if (instance == null)
    18.         {
    19.             instance = this;
    20.         }
    21.         else
    22.         {
    23.             Destroy(gameObject);
    24.             return;
    25.         }
    26.         DontDestroyOnLoad(gameObject);
    27.  
    28.         foreach (Sound s in sounds)
    29.         {
    30.             s.source = gameObject.AddComponent<AudioSource>();
    31.             s.source.clip = s.clip;
    32.  
    33.             s.source.volume = s.volume;
    34.             s.source.pitch = s.pitch;
    35.             s.source.loop = s.loop;
    36.         }
    37.     }
    38.     void Start()
    39.     {
    40.         while(true)
    41.         {
    42.             StartCoroutine(PlaySounds(Characte));
    43.         }
    44.     }
    45.  
    46.     public void PlayOneShot (string name)
    47.     {
    48.      
    49.        
    50.         Sound s = Array.Find(sounds, sound => sound.name == name);
    51.         if (s == null)
    52.         {
    53.             Debug.LogWarning("Sound: " + name + " not found!");
    54.             return;
    55.         }
    56.         s.source.PlayOneShot(s.clip, s.volume);
    57.        
    58.     }
    59.  
    60.     IEnumerator PlaySounds(Character character)//Refering to Character to Know if character is moving
    61.     {
    62.         Sound s = Array.Find(sounds, sound => sound.clip);
    63.         Vector2 moveDirection = character.GetMoveDirection();
    64.  
    65.         if(moveDirection != Vector2.zero)
    66.         {
    67.                 s.source.PlayOneShot(s.clip, s.volume);
    68.          
    69.         }
    70.         yield return new WaitForSeconds(1);
    71.     }
    72.  
    73. }
    74.  
     
  2. christopher05082004

    christopher05082004

    Joined:
    Feb 2, 2022
    Posts:
    2
    Character is spelled right^ just not in the code I sent
     
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,970
    It's not a good idea to ever retype code. Nobody here will even bother looking at it because who knows how many other typos there are? Copy paste code always when putting it in the forum... and props to you for getting the formatting right at least!

    I don't know what this means.

    To answer your question, you must find a way to get the information you need in order to reason about what the problem is.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494