Playing sound with PlayOneShot comes delayed

Hey guys,

im new to all of this so i appreciate any help i can get.

So my problem is the following: I added a sound to my jump but thing is that when i jump, the sound comes delayed by about 0,5 seconds. I dont know why this happens. Silly coding? or just me not knowing something. Btw i use an ogg soundfile
Here is my code.

using UnityEngine;
using System.Collections;

public class Movement : MonoBehaviour
{
    public float speed = 10f;
    public float runSpeed = 15f;
    public float jump = 10f;
    public float jumpForce = 1f;
    private bool isOnGround = false;
    private float drScaling;


    // Audio
    AudioSource audio;


    public AudioClip jumpSound;

    void Start()
    {

        drScaling = transform.localScale.x;
        audio = GetComponent<AudioSource>();

    }





    // Update is called once per frame
    void Update()
    {

        if (Input.GetKey(KeyCode.D))
        {
            transform.position += new Vector3(speed * Time.deltaTime, 0.0f, 0.0f);
            transform.localScale = new Vector2(-drScaling, transform.localScale.y);
        }

        if (Input.GetKey(KeyCode.A))
        {
            transform.position -= new Vector3(speed * Time.deltaTime, 0.0f, 0.0f);
            transform.localScale = new Vector2(+drScaling, transform.localScale.y);

        if (Input.GetKey(KeyCode.Space) && isOnGround == true)
        {
            if(audio.isPlaying == false)
            audio.PlayOneShot(jumpSound, 0.3f);

            GetComponent<Rigidbody2D>().velocity = new Vector2(0, 0);
            GetComponent<Rigidbody2D>().AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
        }

    }
    void OnCollisionEnter2D(Collision2D coll)
    {
        if (coll.gameObject.tag == "Boden")
            isOnGround = true;
    }

    void OnCollisionExit2D(Collision2D coll)
    {
        isOnGround = false;
    }

}

Code looks fine, I think it’s likely that there is white noise at the start of the audio clip itself. Try trimming the audio clip in audacity.

Yeeeeep… that was it. Im kinda suprised. I cut the audio with vegas but it seems like that is not accurate enough. Audacity fixed it