Play audio after enemy dies

Hello together,
i have a issue that one audio is not playing, if the enemy is dead. Debug says it plays.

Here a little overview of my code:

    public AudioClip deathAudio;
            public AudioClip arrowhit;
            private AudioSource audioSource;
            
    *in Update session:*
            audioSource  = GetComponent<AudioSource>();
        
    *than this:* 
            if (currentHealth <= 0)
                    {
                        audioSource.clip = deathAudio;
                        audioSource.Play();
..... destroy with delay
                    }
        
    *and here if arrow hit (this works):* 
            if (collision.gameObject.tag == "projectile")
                    {
                        audioSource.clip = arrowhit;
                        audioSource.Play();  
                    }

188052-2021-10-29-08-35-16-window.png

some have any idea?

First you can have multiple audiosources. In the Init (Awake) method I get three.

AudioSource oASEngine; //set clip to engine in Inspector
AudioSource oASScrape; //set clip to scrape in Inspector
AudioSource oASGeneral; //set no clip in inspector

foreach (AudioSource aSource in GetComponents<AudioSource>())
{ //we have 3 audiosources
    if (aSource.clip!=null && aSource.clip.name.Equals("engine"))
        oASEngine = aSource; //engine sound is a looping sound that may play for a long time
    else if (aSource.clip != null && aSource.clip.name.Equals("scratch"))
        oASScrape = aSource; //scratch sound is a looping sound that may play for a long time
    else
        oASGeneral = aSource; //general audio source used for one shot audio
}

To play many clips overlapping each other you need to use PlayOneShot(), or the audio source will just change to the most recent clip assigned.

public AudioClip oClipExplosion; //drag here in inspector
public AudioClip oClipHit; //drag here in inspector

//on hit in Update()
if(bHit) oASGeneral.PlayOneShot(oClipHit);
if(bDead) oASGeneral.PlayOneShot(oClipExplosion);