Play Delayed
What it does: Starts playing the choosen sound after the given amount of time and returns an AudioError (see Possible Errors), showing wheter and how playing the sound after the given amount of time failed.
- DOES_NOT_EXIST
- MISSING_WRAPPER
- MISSING_SOURCE
- MISSING_CLIP
How to call it:
SoundName
is thename
we have given the sound we want to play after the given amount of timeDelay
is the time after which we want to start playing the sound.Child
is theChildType
that we want to call this method on
string soundName = "SoundName";
float delay = 5f;
ChildType child = ChildType.PARENT;
AudioError err = am.PlayDelayed(soundName, delay, child);
if (err != AudioError.OK) {
Debug.Log("Playing sound called: " + soundName + " after " + delay.ToString("0.00") + " seconds failed with error id: " + err);
}
else {
Debug.Log("Playing sound called: " + soundName + " after " + delay.ToString("0.00") + " seconds succesfull");
}
Alternatively you can call the methods with less paramters as some of them have default arguments.
string soundName = "SoundName";
float delay = 5f;
AudioError err = am.PlayDelayed(soundName, delay);
if (err != AudioError.OK) {
Debug.Log("Playing sound called: " + soundName + " after " + delay.ToString("0.00") + " seconds failed with error id: " + err);
}
else {
Debug.Log("Playing sound called: " + soundName + " after " + delay.ToString("0.00") + " seconds succesfull");
}
When to use it: When you want to play a sound after a given delay time instead of directly when the method is called.
Remarks: See AudioSource.PlayDelayed
for more details on what play delayed does.