Strange audio on startup...

When I start to play the scene my audio plays for just a second then stops. I have it set up like LoZ or Pokemon where when a certain percentage is reached a warning clip begins to play. Everything works fine so far…except for the strange blip once I start the test.

Its not a big deal…but it is at the same time, since it makes my tacky game even tackier. (lol)

Here is the code…

using UnityEngine;
using System.Collections;

public class Player_Health_gui : MonoBehaviour
{
	
	private int MaxHealth = 100;
	public int Curhealth = 100;
	
	//public Texture2D Healthbar;
	public GUIStyle Health;
	
	
	public float Healthbarlength;
	
	public AudioSource LowHealth;
	
	void Start ()
	{
		Healthbarlength = 60;
		
		LowHealth = (AudioSource)gameObject.AddComponent ("AudioSource");
		AudioClip BeepBeep;
		BeepBeep = (AudioClip)Resources.Load ("VitalBeep");
		LowHealth.clip = BeepBeep;
		LowHealth.loop = true;
		LowHealth.priority = 1;
		LowHealth.playOnAwake = false;
		
		
					
	}
	void Update ()
	{
		AdjustCurrentHealth(0);
		
		if (Curhealth > 10)
			LowHealth.Play();
	}
	
		void OnGUI ()
	{
		GUI.BeginGroup (new Rect (10,Screen.height * .9f, Healthbarlength,6),"",Health);
		//bar length after damage.
		GUI.BeginGroup (new Rect (0,0, Curhealth / MaxHealth * Healthbarlength, 32));
		GUI.Box (new Rect (0,0,Healthbarlength,6), "",Health);
		
		GUI.EndGroup ();
		GUI.EndGroup ();
		
	}
	
	public void AdjustCurrentHealth(int adj)
	{
		Curhealth += adj;
		
			if (Curhealth < 0)
				Curhealth = 0;
		
			if (Curhealth > MaxHealth)
				Curhealth = MaxHealth;
		
			if(MaxHealth < 1)
				MaxHealth = 1;
		
			Healthbarlength = 60 * (Curhealth / (float)MaxHealth);
	}
}

I think a delay may stop this but I am not sure how to implement it.

EDIT: I have no idea what I did…I added a regen script and compiled it into the unity player…and it didnt make the noise. So yeah…Not sure what is going on with my scripts at the moment.

Assign playOnAwake before you assign the audio clip.