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