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PlayOneShot returns false for isPlaying

It seems that if you play an audio clip with

audio.PlayOneShot(clipName);

and then if you trying to check if the audio.isPlaying it returns false even though the audio is obviously playing. When I use audio.Play, then isPlaying returns True as expected.

Am I missing anything? is there any way around this? as I do need to use PlayOneShot so that I can follow it with a delayed Play.

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asked May 29 '11 at 09:54 PM

JJ gravatar image

JJ
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3 answers: sort voted first

In fact, PlayOneShot doesn't affect isPlaying. It starts the sound and gets ready to another one, even if the first is still playing. Play can start a new sound too, but the prior sound is stopped if still playing.
You can work around this by emulating a version of PlayOneShot based on Play, like this:

var sound1:AudioClip;
var sound2:AudioClip;
var sound3:AudioClip;
 .
function playSound(sound:AudioClip, vol:float){
  audio.clip = sound;
  audio.volume = vol;
  audio.Play();
}
 .
// play a sound this way:
  playSound(sound2,0.8);
 .
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answered May 29 '11 at 11:40 PM

aldonaletto gravatar image

aldonaletto
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I worked around this by writing my own isPlaying() method while wrapping a class around my audioclips. Hope it helps!

private float startTime;

private void PlayOneShot(AudioClip clip, float volume)
{
    audioSource.PlayOneShot(clip, volume);
    startTime = Time.time;
}

public bool isPlaying()
{
    if((Time.time - startTime) >= clip.length)
       return false;
    return true;
}
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answered Nov 16 '12 at 09:54 PM

Brenden Frank gravatar image

Brenden Frank
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I don't have an answer per se, but I can confirm the behavior you describe.

I'm tempted to say it's a bug, and might be worth reporting as such (it seems that the 'is playing' property should be useable even when the sound was played using PlayOneShot()). However, it may be the intended behavior (I'm not sure).

[Edit: Based on what aldonaletto says, I guess it's the intended behavior.]

[Edit 2: Just tried it out, and it looks like it is indeed the correct/intended behavior. I have to admit I didn't know PlayOneShot() functioned that way (the docs don't mention it), but I suppose it makes sense that it does.]

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answered May 29 '11 at 10:38 PM

Jesse Anders gravatar image

Jesse Anders
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Mike, looks like you're confusing PlayOneShot() with PlayClipAtPoint(). I can't say what exactly PlayOneShot() does behind the scenes, but if you invoke PlayOneShot() and watch the hierarchy pane, you'll see that no game object is created (at least none that's visible to the user). PlayClipAtPoint() behaves as you describe, but that's a different function. [Looks like Mike deleted his comment...? Anyway, I'll leave this here just as additional clarification.]

May 30 '11 at 01:34 AM Jesse Anders
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asked: May 29 '11 at 09:54 PM

Seen: 2706 times

Last Updated: Nov 16 '12 at 10:24 PM