Make door play sound when you open and close it ?

Hai everyone. Today I need a bit of help to add more immersion to my game. I want a sound play when I open and close the door. Here’s the script (not mine btw, thanks to Max A.V. [Unity 3D] "Openable Door" | Tutorial [UPDATED SCRIPT] - YouTube)

// Smothly open a door
var smooth = 2.0;
var DoorOpenAngle = 90.0;
private var open : boolean;
private var enter : boolean;

private var defaultRot : Vector3;
private var openRot : Vector3;

function Start(){
defaultRot = transform.eulerAngles;
openRot = new Vector3 (defaultRot.x, defaultRot.y + DoorOpenAngle, defaultRot.z);
}

//Main function
function Update (){
if(open){
//Open door
transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, openRot, Time.deltaTime * smooth);
}else{
//Close door
transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, defaultRot, Time.deltaTime * smooth);
}

if(Input.GetKeyDown("e") && enter){
open = !open;
}
}

function OnGUI(){
GUI.color = Color.grey;
if(enter){
GUI.Label(new Rect(Screen.width/2 - 75, Screen.height - 100, 150, 30), "Press E to Interact");
}
}

//Activate the Main function when player is near the door
function OnTriggerEnter (other : Collider){
if (other.gameObject.tag == "Player") {
enter = true;
}
}

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

I know you need to add 2 vars with SoundOpen and SoundClose, here’s my try at it:

// Smothly open a door
var smooth = 2.0;
var DoorOpenAngle = 90.0;
var soundOpened : AudioClip;
var soundClosed : AudioClip;
private var open : boolean;
private var enter : boolean;

private var defaultRot : Vector3;
private var openRot : Vector3;

function Start(){
defaultRot = transform.eulerAngles;
openRot = new Vector3 (defaultRot.x, defaultRot.y + DoorOpenAngle, defaultRot.z);
}

//Main function
function Update (){
if(open){
//Open door
transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, openRot, Time.deltaTime * smooth);
var soundOpened : AudioClip;
}else{
//Close door
transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, defaultRot, Time.deltaTime * smooth);
audio.clip = soundClosed;
}
audio.Play();

}

if(Input.GetKeyDown("e") && enter){
open = !open;
}

function OnGUI(){
GUI.color = Color.grey;
if(enter){
GUI.Label(new Rect(Screen.width/2 - 75, Screen.height - 100, 150, 30), "Press E to Interact");
}
}

//Activate the Main function when player is near the door
function OnTriggerEnter (other : Collider){
if (other.gameObject.tag == "Player") {
enter = true;
}
}

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

But for some wierd reason, the sound plays randomly, and I can’t open the door, whats the problem here ?

Its because your telling your AudioSource to play every Frame, which will cause a horrible sound. Try adding this within what you have already:

var playAudio : boolean = true;

//Main function
function Update (){

	if(open){
		//Open door
		transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, openRot, Time.deltaTime * smooth);
		var soundOpened : AudioClip;
	}else{
		//Close door
		transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, defaultRot, Time.deltaTime * smooth);
		audio.clip = soundClosed;
	}

	if(playAudio){
		audio.Play();
		playAudio = false;
	}
	 
}
 
if(Input.GetKeyDown("e") && enter){
	open = !open;
}
 
function OnGUI(){
	GUI.color = Color.grey;
	if(enter){
		GUI.Label(new Rect(Screen.width/2 - 75, Screen.height - 100, 150, 30), "Press E to Interact");
	}
}
 
//Activate the Main function when player is near the door
function OnTriggerEnter (other : Collider){
if (other.gameObject.tag == "Player") {

	if(enter == false)
		playAudio = true;

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