Distorted audio clips. Help please.

I have a class project do in less than 24 hours and all of my sound effects are playing distorted. Any audio I use for bg music is fine though. For example, a door sound is played when opening a door but it is stretched out and computerized sounding. I have tried wav, mp3, ogg, various compression settings, 3d/not 3d, for mono, native format/compressed format. I have no idea what's going on. Here is a script I am using to open a door and it calls the sound, idk if it's the script?

var sound: AudioClip; var Scene : String; static var inTrigger = 0;

function OnTriggerEnter(other : Collider) { if(other.name == "Player") { inTrigger = 1; }


function OnTriggerStay (other : Collider) { if(other.name == "Player") { inTrigger = 1; }

    //turns on motor to open the door when player hit fire2 and is near door
if(Input.GetButton("Fire2") && other.name == "Player")
    this.hingeJoint.useMotor = true;
    yield WaitForSeconds (2);


function LoadNewLevel () { //if (Application.CanStreamedLevelBeLoaded ("Basement") && ) //{ inTrigger = 0; Application.LoadLevel (Scene);

// } }

function OnTriggerExit(other:Collider) {

inTrigger = 0;


function OnGUI () { if(inTrigger) { // Make a background box GUI.Box (Rect (Screen.width / 2 ,Screen.height / 2,150,50), "Press E to open door"); }

From what it looks to me, as you are using Input.GetButton(), you will start playing the sounds every frame, as long as the button is hold down - so, you really have many instances of the sound playing at the same time. Try using Input.GetButtonDown() instead, which will only be "true" once, when the button is first pressed.

What if I wrote a script sayin “If the player is a certain dist of the enemy, play audio.PlayOneShot(sound);” I have the same problem. How do I fix this?