Web player not playing sound

Hi Everyone

I have an issue with my sound, I Build my project and test the Web player file, the sound works fine on 2 other computers as well as mine but other computers the sound I want isn’t playing on these other computers. Could someone please tell me is there a player I should be using or a file format for the audio. I’m using MP3 and WAV which I’ve used in the past and there hasn’t been a problem.

Can someone please help me?

May very well some of the computers have the Unity 3.5 player installed, and others don’t.

Check for isPlaying on your AudioSource, if false call Play()
i.e…

AudioSource mySource; // Assign a sound clip to this in the inspector

if(!mySource.isPlaying)
  mySource.Play();

/////////
// SoundController.js
//
// This script controls the sound for a car. It automatically creates the needed AudioSources, and ensures
// that only a certain number of sound are played at any time, by limiting the number of OneShot
// audio clip that can be played at any time. This is to ensure that it does not play more sounds than Unity
// can handle.
// The script handles the sound for the engine, both idle and running, gearshifts, skidding and crashing.
// PlayOneShot is used for the non-looping sounds are needed. A separate AudioSource is create for the OneShot
// AudioClips, since the should not be affected by the pitch-changes applied to other AudioSources.

var listener : GameObject;

private var car : Car;

var D : AudioClip = null;
var DVolume : float = 1.0;
var E : AudioClip = null;
var EVolume : float = 1.0;
var F : AudioClip = null;
var FVolume : float = 1.0;
var K : AudioClip = null;
var KVolume : float = 1.0;
var L : AudioClip = null;
var LVolume : float = 1.0;

var wind : AudioClip = null;
var windVolume : float = 1.0;
var tunnelSound : AudioClip = null;
var tunnelVolume : float = 1.0;

var crashLowSpeedSound : AudioClip = null;
var crashLowVolume : float = 1.0;
var crashHighSpeedSound : AudioClip = null;
var crashHighVolume : float = 1.0;
var skidSound : AudioClip = null;

var BackgroundMusic : AudioClip = null;
var BackgroundMusicVolume : float = 0.6;

private var DAudio : AudioSource = null;
private var EAudio : AudioSource = null;
private var FAudio : AudioSource = null;
private var KAudio : AudioSource = null;
private var LAudio : AudioSource = null;

private var tunnelAudio : AudioSource = null;
private var windAudio : AudioSource = null;
private var skidAudio : AudioSource = null;
private var carAudio : AudioSource = null;

private var backgroundMusic : AudioSource = null;

private var carMaxSpeed : float = 55.0;
private var gearShiftTime : float = 0.1;
private var shiftingGear : boolean = false;
private var gearShiftsStarted : int = 0;
private var crashesStarted : int = 0;
private var crashTime : float = 0.2;
private var oneShotLimit : int = 8;

private var idleFadeStartSpeed : float = 3.0;
private var idleFadeStopSpeed : float = 10.0;
private var idleFadeSpeedDiff : float = 7.0;
private var speedFadeStartSpeed : float = 0.0;
private var speedFadeStopSpeed : float = 8.0;
private var speedFadeSpeedDiff : float = 8.0;

private var soundsSet : boolean = false;

private var inputFactor : float = 0;
private var gear : int = 0;
private var topGear : int = 6;

private var idlePitch : float = 0.7;
private var startPitch : float = 0.85;
private var lowPitch : float = 1.17;
private var medPitch : float = 1.25;
private var highPitchFirst : float = 1.65;
private var highPitchSecond : float = 1.76;
private var highPitchThird : float = 1.80;
private var highPitchFourth : float = 1.86;
private var shiftPitch : float = 1.44;

private var prevPitchFactor : float = 0;

// Create the needed AudioSources
function Awake()
{
car = transform.GetComponent(Car);

DVolume *= 0.2;
EVolume *= 0.2;
FVolume *= 0.2;
KVolume *= 0.5;
LVolume *= 0.2;
windVolume *= 0.2;

DAudio = listener.AddComponent(AudioSource);
DAudio.loop = true;
DAudio.playOnAwake = true;
DAudio.clip = D;
DAudio.volume = DVolume;

EAudio = listener.AddComponent(AudioSource);
EAudio.loop = true;
EAudio.playOnAwake = true;
EAudio.clip = E;
EAudio.volume = EVolume;

FAudio = listener.AddComponent(AudioSource);
FAudio.loop = true;
FAudio.playOnAwake = true;
FAudio.clip = F;
FAudio.volume = FVolume;

KAudio = listener.AddComponent(AudioSource);
KAudio.loop = true;
KAudio.playOnAwake = true;
KAudio.clip = K;
KAudio.volume = KVolume;

LAudio = listener.AddComponent(AudioSource);
LAudio.loop = true;
LAudio.playOnAwake = true;
LAudio.clip = L;
LAudio.volume = LVolume;

windAudio = listener.AddComponent(AudioSource);
windAudio.loop = true;
windAudio.playOnAwake = true;
windAudio.clip = wind;
windAudio.volume = windVolume;

tunnelAudio = listener.AddComponent(AudioSource);
tunnelAudio.loop = true;
tunnelAudio.playOnAwake = false;
tunnelAudio.clip = tunnelSound;

// tunnelAudio.maxVolume = tunnelVolume;
tunnelAudio.volume = tunnelVolume;

skidAudio = listener.AddComponent(AudioSource);
skidAudio.loop = true;
skidAudio.playOnAwake = true;
skidAudio.clip = skidSound;
skidAudio.volume = 0.0;

carAudio = listener.AddComponent(AudioSource);
carAudio.loop = false;
carAudio.playOnAwake = false;
carAudio.Stop();

crashTime = Mathf.Max(crashLowSpeedSound.length, crashHighSpeedSound.length);
soundsSet = false;

idleFadeSpeedDiff = idleFadeStopSpeed - idleFadeStartSpeed;
speedFadeSpeedDiff = speedFadeStopSpeed - speedFadeStartSpeed;

backgroundMusic = listener.AddComponent(AudioSource);
backgroundMusic.loop = true;
backgroundMusic.playOnAwake = true;
backgroundMusic.clip = BackgroundMusic;

// backgroundMusic.maxVolume = BackgroundMusicVolume;
// backgroundMusic.minVolume = BackgroundMusicVolume;
backgroundMusic.volume = BackgroundMusicVolume;
}

function Update()
{
var carSpeed : float = car.rigidbody.velocity.magnitude;
var carSpeedFactor : float = Mathf.Clamp01(carSpeed / car.topSpeed);

KAudio.volume = Mathf.Lerp(0, KVolume, carSpeedFactor);
windAudio.volume = Mathf.Lerp(0, windVolume, carSpeedFactor * 2);

if(shiftingGear)
	return;

var pitchFactor : float = Sinerp(0, topGear, carSpeedFactor);
var newGear : int = pitchFactor;

pitchFactor -= newGear;
var throttleFactor : float = pitchFactor;
pitchFactor *= 0.3;
pitchFactor += throttleFactor * (0.7) * Mathf.Clamp01(car.throttle * 2);

if(newGear != gear)
{
	if(newGear > gear)
		GearShift(prevPitchFactor, pitchFactor, gear, true);
	else
		GearShift(prevPitchFactor, pitchFactor, gear, false);
	gear = newGear;
}
else
{
	var newPitch : float = 0;
	if(gear == 0)
		newPitch = Mathf.Lerp(idlePitch, highPitchFirst, pitchFactor);
	else
	if(gear == 1)
		newPitch = Mathf.Lerp(startPitch, highPitchSecond, pitchFactor);
	else
	if(gear == 2)
		newPitch = Mathf.Lerp(lowPitch, highPitchThird, pitchFactor);
	else
		newPitch = Mathf.Lerp(medPitch, highPitchFourth, pitchFactor);
	SetPitch(newPitch);
	SetVolume(newPitch);
}
prevPitchFactor = pitchFactor;

}

function Coserp(start : float, end : float, value : float) : float
{
return Mathf.Lerp(start, end, 1.0 - Mathf.Cos(value * Mathf.PI * 0.5));
}

function Sinerp(start : float, end : float, value : float) : float
{
return Mathf.Lerp(start, end, Mathf.Sin(value * Mathf.PI * 0.5));
}

function SetPitch(pitch : float)
{
DAudio.pitch = pitch;
EAudio.pitch = pitch;
FAudio.pitch = pitch;
LAudio.pitch = pitch;
tunnelAudio.pitch = pitch;
}

function SetVolume(pitch : float)
{
var pitchFactor : float = Mathf.Lerp(0, 1, (pitch - startPitch) / (highPitchSecond - startPitch));
DAudio.volume = Mathf.Lerp(0, DVolume, pitchFactor);
var fVolume : float = Mathf.Lerp(FVolume * 0.80, FVolume, pitchFactor);
FAudio.volume = fVolume * 0.7 + fVolume * 0.3 * Mathf.Clamp01(car.throttle);
var eVolume : float = Mathf.Lerp(EVolume * 0.89, EVolume, pitchFactor);
EAudio.volume = eVolume * 0.8 + eVolume * 0.2 * Mathf.Clamp01(car.throttle);
}

function GearShift(oldPitchFactor : float, newPitchFactor : float, gear : int, shiftUp : boolean)
{
shiftingGear = true;

var timer : float = 0;
var pitchFactor : float	= 0;
var newPitch : float = 0;

if(shiftUp)
{
	while(timer < gearShiftTime)
	{
		pitchFactor = Mathf.Lerp(oldPitchFactor, 0, timer / gearShiftTime);
		if(gear == 0)
			newPitch = Mathf.Lerp(lowPitch, highPitchFirst, pitchFactor);
		else
			newPitch = Mathf.Lerp(lowPitch, highPitchSecond, pitchFactor);
		SetPitch(newPitch);
		SetVolume(newPitch);
		timer += Time.deltaTime;
		yield;
	}
}
else
{
	while(timer < gearShiftTime)
	{
		pitchFactor = Mathf.Lerp(0, 1, timer / gearShiftTime);
		newPitch = Mathf.Lerp(lowPitch, shiftPitch, pitchFactor);
		SetPitch(newPitch);
		SetVolume(newPitch);
		timer += Time.deltaTime;
		yield;
	}
}
	
shiftingGear = false;

}

function Skid(play : boolean, volumeFactor : float)
{
if(!skidAudio)
return;
if(play)
{
skidAudio.volume = Mathf.Clamp01(volumeFactor + 0.3);
}
else
skidAudio.volume = 0.0;
}

// Checks if the max amount of crash sounds has been started, and
// if the max amount of total one shot sounds has been started.
function Crash(volumeFactor : float)
{
if(crashesStarted > 3 || OneShotLimitReached())
return;
if(volumeFactor > 0.9)
carAudio.PlayOneShot(crashHighSpeedSound, Mathf.Clamp01((0.5 + volumeFactor * 0.5) * crashHighVolume));
carAudio.PlayOneShot(crashLowSpeedSound, Mathf.Clamp01(volumeFactor * crashLowVolume));
crashesStarted++;

yield new WaitForSeconds(crashTime);

crashesStarted--;

}

// A function for testing if the maximum amount of OneShot AudioClips
// has been started.
function OneShotLimitReached()
{
return (crashesStarted + gearShiftsStarted) > oneShotLimit;
}

function OnTriggerEnter(coll : Collider)
{
var st : SoundToggler = coll.transform.GetComponent(SoundToggler);
if(st)
ControlSound(true, st.fadeTime);
}

function OnTriggerExit(coll : Collider)
{
var st : SoundToggler = coll.transform.GetComponent(SoundToggler);
if(st)
ControlSound(false, st.fadeTime);
}

function ControlSound(play : boolean, fadeTime : float)
{
var timer : float = 0;
if(play && !tunnelAudio.isPlaying)
{
tunnelAudio.volume = 0;
tunnelAudio.Play();
while(timer < fadeTime)
{
tunnelAudio.volume = Mathf.Lerp(0, tunnelVolume, timer / fadeTime);
timer += Time.deltaTime;
yield;
}
}
else if(!play && tunnelAudio.isPlaying)
{
while(timer < fadeTime)
{
tunnelAudio.volume = Mathf.Lerp(0, tunnelVolume, timer / fadeTime);
timer += Time.deltaTime;
yield;
}
tunnelAudio.Stop();
}
}

It works now on all computers thank you soo much for your help