Jump Button sound effect

,

when ever i add a sound for jump Button the player start to jump immediately even if you didnt click
everything work fine without adding the sound
once add the player will jump 100 time in single secend
‏‏‏‏‏‏‏‏1427971386183 - نسخة - نسخة - نسخة - نسخة
the button

here is the entire code:

public class MovesByButtons : MonoBehaviour
{
    public float JumpSpeed;
    public float speed;
    private float horizontalMove;
    private bool moveRight;
    private bool moveLeft;
    private Rigidbody2D rb;
    [SerializeField] private AudioSource JumpSoundEffect;
    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
        moveLeft = false;
        moveRight = false;
    }

    // Update is called once per frame
    void Update()
    {
        Movement();
    }


    public void pointerDownLeft()
    {
        moveLeft = true;
    }

    public void pointerUpLeft()
    {
        moveLeft = false;
    }

    public void pointerDownRight()
    {
        moveRight = true;
    }

    public void pointerUpRight()
    {
        moveRight = false;
    }


    void Movement()
    {
      if (moveLeft)
        {
            horizontalMove = -speed;
        }
        else if (moveRight)
        {
            horizontalMove = speed;
        }
        else
        {
            horizontalMove = 0;
        }
    }


    public void jumpbutton()
    {
        rb.velocity = Vector2.up * JumpSpeed;
    }


    private void FixedUpdate()
    {
        rb.velocity = new Vector2(horizontalMove,rb.velocity.y);
        JumpSoundEffect.Play();
        rb.velocity = new Vector2(0f, JumpSpeed);
    }
}

just like i said everything work fine till i put the sound then the player jump infint times

the code for sound is

rb.velocity = new Vector2(horizontalMove,rb.velocity.y);
JumpSoundEffect.Play();

Try adding a nullcheck.
I think the Code excecution stops when the Play() gets called and JumpSoundEffect is null.
So the “rb.velocity = new Vector2(0f, JumpSpeed);” doesn’t get run unless JumpSoundEffect exists.

private void FixedUpdate()
{
    rb.velocity = new Vector2(horizontalMove,rb.velocity.y);
    if(JumpSoundEffect is not null)
    {
        JumpSoundEffect.Play();
    }
    rb.velocity = new Vector2(0f, JumpSpeed);
}

You are calling your Play each time FixedUpdate method runs, something you definitely don’t want:

private void FixedUpdate()
{
    rb.velocity = new Vector2(horizontalMove,rb.velocity.y);
    JumpSoundEffect.Play();
    rb.velocity = new Vector2(0f, JumpSpeed);
}

I’d do something like this instead:

public class PlayerMovement : MonoBehaviour
{
    [SerializeField] AudioSource audioSource;
    [SerializeField] AudioClip myAudioClip;

    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            Debug.Log("Play jump sound");
            audioSource.PlayOneShot(myAudioClip);
            // other code related to triggering jump
        }
    }
}

Also, you call your audio source JumpSoundEffect - which it technically isn’t. Unity uses Audio sources to play audio clips, and those sources will contain Audio Clip, which is the “sound effect”.

So modify your code so that you only call Play when your jump starts, don’t call it every frame update.

Edit - I don’t think your input setup is working correctly either.

you Should check if player press any button or not
try to use :

  if (Input.GetKeyDown(KeyCode.Space))
  {
   JumpSoundEffect.Play();
    rb.velocity = new Vector2(0f, JumpSpeed);
   }