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Can not play a disabled audio source. Why randomly ...

    https://answers.unity.com/questions/744230/can-not-play-a-disabled-audio-source-why-randomly.html#:~:text=If%20the%20issue%20does%20not%20have%20anything%20to,it%20is%20just%20a%20file%20on%20your%20computer.
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Audio - Cannot play a Disabled audio Source. - Unity Forum

    https://forum.unity.com/threads/cannot-play-a-disabled-audio-source.468084/
    Just add your PREFAB or OTHER audio source to the ACTIVE SCENE (preferrably in an empty object because there are many sound effects in a single game). The problem should solve this way. In above example you have to instantiate and destroy the audio source everytime you want to play it. I don't think that's a good approach. rameezfyyz, Jan 4, 2021

Can not play a disabled audio source. Why randomly ...

    https://answers.unity.com/questions/744230/can-not-play-a-disabled-audio-source-why-randomly.html
    1. Answer by DoctorWho · Jul 09, 2014 at 11:54 PM. click this to get right to everything audio. ok, if your audio source is disabled then it will not use the play function, look at your audio source it has a check box for being enabled or not, if its not checked it will not be updated unless you enable it with code. also inside it is a play on awake, this is what the code your using is acting …

c# - Unity "Can not play a disabled audio source" - Stack ...

    https://stackoverflow.com/questions/39222224/unity-can-not-play-a-disabled-audio-source
    Show activity on this post. I have been trying to play an effect sound whenever the function is called, however I keep getting the notification "Cannot play a disabled audio source". I also noticed that the sound plays on awake even though I have it turned off. Here's what my EffectController class looks like.

Cannot play a disabled audio source. - Unity Forum

    https://forum.unity.com/threads/cannot-play-a-disabled-audio-source.504013/
    You get an AudioSource, but then do nothing with it. is that supposed to be this? Code (CSharp): stab = GetComponent < AudioSource >(); Also, I think you want lines 29, 30 & 31 to execute based on the tag == "MegaFake" condition. You should use curly brackets for that:

Unity - Scripting API: AudioSource

    https://docs.unity3d.com/ScriptReference/AudioSource.html
    void Update() { //Check to see if you just set the toggle to positive if (m_Play == true && m_ToggleChange == true) { //Play the audio you attach to the AudioSource component m_MyAudioSource.Play(); //Ensure audio doesn’t play more than once m_ToggleChange = false; } //Check if you just set the toggle to false if (m_Play == false && m_ToggleChange == true) { …

Unity - Scripting API: AudioSource.Play

    https://docs.unity3d.com/ScriptReference/AudioSource.Play.html
    Description. Plays the clip. The delay parameter is deprecated, please use the newer AudioSource.PlayDelayed function instead which specifies the delay in seconds. If AudioSource.clip is set to the same clip that is playing then the clip will sound like it is re-started. AudioSource will assume any Play call will have a new audio clip to play. Note: The …

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