Hi, i have strange behaviour, i make script for playing audio, i’m using eventmanager but i dont show them in code below(too long).
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(AudioSource))]
public class EventListener : MonoBehaviour {
public AudioSource s1;
public AudioSource s2;
public AudioSource s3;
public AudioSource s4;
public AudioSource s5;
public AudioSource[] efek;
// Use this for initialization
void OnStart()
{
efek = GetComponents<AudioSource>();
s1 = efek[0];
s2 = efek[1];
s3 = efek[2];
s4 = efek[3];
s5 = efek[4];
}
void onSoundUp(int a)
{
Debug.Log(efek.Length);//return 0
s1.Play();// worked
efek[0].Play(); // error
}
}
Anyone can explain this phenomenon? Besause if I have more AudioSource, without array it will be annoying ![]()