Hello , in my application the wheelspin frame works fine on desktop , its logic is simple , there are totaly 20 spin circles which have colliders on wheel object and there is an audio source component that is added to spinArrow object … when each circle collides to this arrow onTriggerEnter2d → works and attached audiosource sound(in spin arrow) plays very well on desktop …
But when i built app to ios for testing unfortunately sound doesnt play properly … sound plays but not properly … is there any solution about that ?
Thanx
Can you be more specific on how the sound is not playing properly? What does it sound like?
And what are the load settings on your AudioClip
Sure , It play intermittently on my iphone , normally in desktop when every collide with spinWheel Arrow it plays soundclip verywell …
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpinArrow : MonoBehaviour
{
private AudioSource audioSource;
private AudioClip audioClip;
private void Awake()
{
audioSource = gameObject.GetComponent<AudioSource>();
audioSource.velocityUpdateMode = AudioVelocityUpdateMode.Fixed;
audioClip = audioSource.clip;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("spinTickObject"))
{
audioSource.Play();
}
}
}
this code works fine on pc but not on my iphone ...
My audiosource component in attached images …