Advance when the sound is done playing

Hello everyone. I have encountered a problem that I have not been able to figure out after a few days of tweeking things around. Right now I have a scene where you are taken from point to point, like a rail shooter. At each point you click on objects to learn about them, and some of them even have sound. After you click on each object a question pops up. My problem is that the question pops up right when you click on an object, even if that object has a sound attached to it. If the object has a sound attached to it I would like the sound to finish before the question pops up. The sound is attached to one object and the script to pop up the question is attached to another. Is there a way to determine if the sound on another object is finished playing? I will attach a bit of my script for the clicking on objects and the question popping up:

if(hit.collider.gameObject.name == "oilDriBag")
                    {
                        GameObject oildribag = GameObject.Find("oilDriBag");
                        oildribag.GetComponent<AudioSource>();
                        if(audio.isPlaying)
                        {
                            audioIsPlaying = true;
                        }
                        if(!audioIsPlaying)
                        {
                            object1Clicked = true;
                        }
                    }

That part is in the update function. The onGUI function has the code for popping up the question. It simply just draws boxes and buttons, but I don't want that to happen until the sound has finished playing from the objects clicked in the code above.

EDIT: I have put in the code that I have now, but I am obviously doing something wrong.

Two things come to mind 1. There is an 'isPlaying' member on the audio class, which you can monitor. Let it go true first to make sure it's playing, then watch for it going false. 2. You can find out the length of the clip and use that as a timer (don't allow click until that amount of time has elapsed).

http://unity3d.com/support/documentation/ScriptReference/AudioSource-isPlaying.html