It seems you forgot to close your if statement after audio.Play();, and the method Input.KeyDown() doesn’t exists so replace it with Input.GetKeyDown().
Here is the script corrected :
var soundFile : AudioClip;
function Update() {
if (Input.GetKeyDown("v")) {
audio.clip = soundFile;
audio.Play();
}
}
The correct way to get keyboard input is: Input.GetKeyDown(KeyCode.#)
By the way, KeyCode is how you choose from the available keys. So use can use KeyCode.W, or KeyCode.Mouse0 to find the appropriate key for whatever you’re using. Unity can’t find the appropriate KeyCode value if you just supply a string, doesn’t make any sense.