how to fix 2d sound distortion?

I have 2 audiosources in my gameobject. The first one play whenever I hit an enemy and it goes the way it should but the second one( plays when the player dies) gets distorted. I think I read somewhere that the reason is that it starts to play after every frame but I put a boolean to try and avoid that. Is there a way to fix this?

void Start () 
{
	playclip2 = false;
	AudioSource[] sounds = GetComponents<AudioSource>();
	clip1 = sounds[0];
	clip2 = sounds[1];
}

void Update ()
{
		walking = true;
}

void FixedUpdate ()
{	

	GroundCheck ();

	if (grounded == false || dragged == true) 
	{
		float h = Input.GetAxis ("Mouse X");
		
		if (h > 0 && !facingRight)
			Flip ();
		else if (h < 0 && facingRight)
			Flip ();
	}

	if (grounded == true) 
	{
		if (walking == true) 
		{
			walker ();
		}

		Collider2D[] frontHits = Physics2D.OverlapPointAll (frontCheck.position);
		
		foreach (Collider2D c in frontHits) {
			// If any of the colliders is an Obstacle...
			if (c.tag == "DirectionTrigger") {

				Flip ();
				break;
			}
			if (c.tag == "Enemy") {
				
				if (enemyhit == false){
					if (c.gameObject.GetComponent<Bugbot> ().destructionImminent == false)
					{

					animator.SetTrigger("swat");
					walking = false;
						clip1.Play();
					}
				}
				break;
			}
		}
	}
	if(HP <= 0 && !dead)
	{
		// ... call the death function.
		Death ();
		playclip2 = true;
		StartCoroutine(delayAnim());
	}

	if(playclip2 && !audio.isPlaying)
		{
			playclip();
		}
}

public void playclip()
	{
		clip2.Play();
	}

Nevermind, I got it to work now. All I had to do is change line 60 to:
if(HP <= 0 && !dead && !playclip2)