I have a trigger set up and I want it to play music when I step on it, it works. But when I move away the music stays in the same place. Is there anything I can add to this script to make it follow the camera?
private var soundPlayed : boolean = false;
var Laugh : AudioClip;
var volume: float = 10.45;
var LightOff : AudioClip;
var ObjToDestroy : Light;
var ObjToDestroy2 : Light;
var ObjToDestroy3 : Light;
var ObjToDestroy4 : Light;
var ObjToDestroy5 : Light;
var ObjToDestroy6 : Light;
var ObjToDestroy7 : GameObject;
var Music : AudioClip;
function OnTriggerEnter(col : Collider){ //Play Sound if player enters trigger
if (!soundPlayed && Laugh) { // but only if it has not played before
AudioSource.PlayClipAtPoint(Laugh, transform.position, 10.4);
soundPlayed = true; // sound will not play anymore
audio.PlayOneShot(LightOff);
Destroy (ObjToDestroy);
Destroy (ObjToDestroy2);
Destroy (ObjToDestroy3);
Destroy (ObjToDestroy4);
Destroy (ObjToDestroy5);
Destroy (ObjToDestroy6);
Destroy (ObjToDestroy7);
AudioSource.PlayClipAtPoint(Music, Camera.main.transform.position);
}
}
I've not used Unity audio yet, but looking at the help I imagine your AudioSource that should follow the camera should be attached to the same game object as your camera, and you should use Play() instead of PlayClipAtPoint().
– BovineHello Joorst, Can you help me with the line of code because i changed to persistentdataPath but still the screenshot is not showing when i m running on the standalone application.
– Mad_26