Audio plays drawn out / slow

Hi all,

I would be very grateful with your help! I’m playing an audio clip in the following context: A piece of armor is shot off from a space ship (rigidbody kinematic to dynamic) and flies off with a “zing”. The problem is that the “zing” plays out “ziiiiiiiiing”; way too slow, as does any other audio clip that I plop in. All audio clips are fine. All other audio that I trigger in my game plays fine. Does this have to do with script execution order? Here is the relevant code excerpt:

void Update()
{
    if (armorHealth <= 0)
    {
       StartCoroutine(LoseArmor());
    }
}

IEnumerator LoseArmor()
{
    AudioSource.PlayClipAtPoint(armorLossSFX, Camera.main.transform.position, armorLossSXFVolume);
    body.bodyType = RigidbodyType2D.Dynamic;
    body.mass = 4;
    body.gravityScale = 0;
    yield return new WaitForSeconds(armorFlyTime);
    Destroy(gameObject); // change rigidbody from kinetic to dynamic
}

Ok, I solved my own problem. The audio was actually playing several times for each frame, due to the placement of an if(x<=0) statement in the Update method. I used a boolean to make sure that the audio is only played a single time…