How do I make an audio clip play once?

I have a code that functions as my health bar. When the player dies, there’s an audio clip that I want too play only one time. Here’s the script (the audio play is on line 217)…

var health1 : UnityEngine.UI.Image;
var health2 : UnityEngine.UI.Image;
var health3 : UnityEngine.UI.Image;
var health4 : UnityEngine.UI.Image;
var health5 : UnityEngine.UI.Image;
var health6 : UnityEngine.UI.Image;
var health7 : UnityEngine.UI.Image;
var health8 : UnityEngine.UI.Image;
var health9 : UnityEngine.UI.Image;
var health10 : UnityEngine.UI.Image;
var fadeTime : float = 0;
var health1Trigger : GameObject;
var health2Trigger : GameObject;
var health3Trigger : GameObject;
var health4Trigger : GameObject;
var health5Trigger : GameObject;
var health6Trigger : GameObject;
var health7Trigger : GameObject;
var health8Trigger : GameObject;
var health9Trigger : GameObject;
var health10Trigger : GameObject;
var screenFuzz : UnityEngine.UI.Image;
var screenGlitch : UnityEngine.UI.Image;
var deathScreen1 : UnityEngine.UI.Image;
var deathScreen2 : UnityEngine.UI.Image;
var deathText1 : UnityEngine.UI.Text;
var deathText2 : UnityEngine.UI.Text;
var loadingBarBorder : UnityEngine.UI.Image;
var loadingBarEmpty : UnityEngine.UI.Image;
var loadingBar : UnityEngine.UI.Image;
var loadingText : UnityEngine.UI.Text;
var deathTimer : Light;
var glitchSound : AudioClip;
var timerSpeed : float = 0;
var loadTime : float = 0;

var enter : boolean;

function Start () {

    health1.color = Color.green;
    health2.color = Color.green;
    health3.color = Color.green;
    health4.color = Color.green;
    health5.color = Color.green;
    health6.color = Color.green;
    health7.color = Color.green;
    health8.color = Color.green;
    health9.color = Color.green;
    health10.color = Color.green;

    health1Trigger.SetActive (false);
    health2Trigger.SetActive (false);
    health3Trigger.SetActive (false);
    health4Trigger.SetActive (false);
    health5Trigger.SetActive (false);
    health6Trigger.SetActive (false);
    health7Trigger.SetActive (false);
    health8Trigger.SetActive (false);
    health9Trigger.SetActive (false);
    health10Trigger.SetActive (false);
}


function Update () {

    if (enter)
    {
        health1Trigger.SetActive (true);
    }

    if (enter)
        if(health1.color == Color.clear)
        {
            health2Trigger.SetActive (true);
        }

    if (enter)
        if(health1.color == Color.clear)
            if(health2.color == Color.clear)
            {
                health3Trigger.SetActive (true);
            }

    if (enter)
        if(health1.color == Color.clear)
            if(health2.color == Color.clear)
                if(health3.color == Color.clear)
                {
                    health4Trigger.SetActive (true);
                }

    if (enter)
        if(health1.color == Color.clear)
            if(health2.color == Color.clear)
                if(health3.color == Color.clear)
                    if(health4.color == Color.clear)
                    {
                        health5Trigger.SetActive (true);
                    }

    if (enter)
        if(health1.color == Color.clear)
            if(health2.color == Color.clear)
                if(health3.color == Color.clear)
                    if(health4.color == Color.clear)
                        if(health5.color == Color.clear)
                        {
                            health6Trigger.SetActive (true);
                        }

    if (enter)
        if(health1.color == Color.clear)
            if(health2.color == Color.clear)
                if(health3.color == Color.clear)
                    if(health4.color == Color.clear)
                        if(health5.color == Color.clear)
                            if(health6.color == Color.clear)
                            {
                                health7Trigger.SetActive (true);
                            }

    if (enter)
        if(health1.color == Color.clear)
            if(health2.color == Color.clear)
                if(health3.color == Color.clear)
                    if(health4.color == Color.clear)
                        if(health5.color == Color.clear)
                            if(health6.color == Color.clear)
                                if(health7.color == Color.clear)
                                {
                                    health8Trigger.SetActive (true);
                                }

    if (enter)
        if(health1.color == Color.clear)
            if(health2.color == Color.clear)
                if(health3.color == Color.clear)
                    if(health4.color == Color.clear)
                        if(health5.color == Color.clear)
                            if(health6.color == Color.clear)
                                if(health7.color == Color.clear)
                                    if(health8.color == Color.clear)
                                    {
                                        health9Trigger.SetActive (true);
                                    }
   
                                   
    if (enter)
        if(health1.color == Color.clear)
            if(health2.color == Color.clear)
                if(health3.color == Color.clear)
                    if(health4.color == Color.clear)
                        if(health5.color == Color.clear)
                            if(health6.color == Color.clear)
                                if(health7.color == Color.clear)
                                    if(health8.color == Color.clear)
                                        if(health9.color == Color.clear)
                                        {
                                            health10Trigger.SetActive (true);
                                        }

   
   
    if (health1Trigger.activeSelf)
    {
        health1.color = Color.Lerp (health1.color, Color.clear, fadeTime * Time.deltaTime);
    }

    if (health2Trigger.activeSelf)
    {
        health2.color = Color.Lerp (health2.color, Color.clear, fadeTime * Time.deltaTime);
    }

    if (health3Trigger.activeSelf)
    {
        health3.color = Color.Lerp (health3.color, Color.clear, fadeTime * Time.deltaTime);
    }

    if (health4Trigger.activeSelf)
    {
        health4.color = Color.Lerp (health4.color, Color.clear, fadeTime * Time.deltaTime);
    }

    if (health5Trigger.activeSelf)
    {
        health5.color = Color.Lerp (health5.color, Color.clear, fadeTime * Time.deltaTime);
    }

    if (health6Trigger.activeSelf)
    {
        health6.color = Color.Lerp (health6.color, Color.clear, fadeTime * Time.deltaTime);
    }

    if (health7Trigger.activeSelf)
    {
        health7.color = Color.Lerp (health7.color, Color.clear, fadeTime * Time.deltaTime);
    }

    if (health8Trigger.activeSelf)
    {
        health8.color = Color.Lerp (health8.color, Color.clear, fadeTime * Time.deltaTime);
    }

    if (health9Trigger.activeSelf)
    {
        health9.color = Color.Lerp (health9.color, Color.clear, fadeTime * Time.deltaTime);
    }

    if (health10Trigger.activeSelf)
    {
        health10.color = Color.Lerp (health10.color, Color.clear, fadeTime * Time.deltaTime);
        screenFuzz.enabled = true;
        screenGlitch.enabled = true;
        Time.timeScale = 0.01;
        deathTimer.GetComponent.<Light>().intensity -= 0.1 * Time.deltaTime / timerSpeed;
        GetComponent.<AudioSource>().PlayOneShot(glitchSound);

    }

    if (deathTimer.GetComponent.<Light>().intensity == 0)
    {
        deathText1.enabled = true;
        deathScreen1.enabled = true;
        loadingBarBorder.enabled = true;
        loadingBarEmpty.enabled = true;
        loadingBar.enabled = true;
        loadingText.enabled = true;
        loadingBar.GetComponent.<RectTransform>().anchoredPosition.x += 0.1 * Time.deltaTime / loadTime;
    }

    if(loadingBar.GetComponent.<RectTransform>().anchoredPosition.x >= -3)
    {
        deathText2.enabled = true;
        deathScreen2.enabled = true;
    }
}

function OnTriggerEnter (other : Collider){
    if (other.gameObject.tag == "Damage") {
        enter = true;
    }
}

    //Deactivate the Main function when player is go away from door
    function OnTriggerExit (other : Collider){
        if (other.gameObject.tag == "Damage") {
            enter = false;
        }
    }

But, my issue is, whenever that audio file plays, it plays over and over again, and the audio overlaps. How could I make this only play one time and one time only.

next time try to google search stuff.