now you can simply call this function from another script using AudioManager. Make sure that the gameObject with this script has an audioSource component! Put the name of the audio clip in the "" Make sure your audioClips are in a folder called "Resources"!!! Just remember anytime you are working with a array or list, you will have to loop over it to work with its contents. After that it should work once you call TurnOn (). How to find all AudioClips in Resources folder and play them - Unity Answers using System. GameObject obj = GameObject.FindGameObjectsWithTag(gameobject.tag) you cant do audioSources.Play () since audioSources is a array, you would have to loop the array and call Play on each audiosource in it. Siguro importante kaayo ang Christian Unity kay gi ampo man gyud ni Jesus. (This is also a whole lot simpler and easy to understand and you also don't need another script) public class AudioManager : MonoBehaviour Ang Kristohaong panaghiusa usa ka tahas nga kinahanglan kitang tanan maningkamot ug manginlabot aron makab-ot. When the object is a DontDestroyOnLoad object, it loses all of its variables. Sound s = Array.Find(sounds, sound => sound.name = name) You should see an exposed parameter with the name MyExposedParam. S.audioSource = gameObject.AddComponent() Create a new Audio Source component on any Unity object. public class AudioManager : MonoBehaviour Update: So I have found the problem, the pitch variable of Sound class was uninitialized so it was defaulting to 0. I have also tested this by manually adding a single AudioSource component and calling AudioSource.Play() from my play method (commented line in Play()), and it works just fine. However, when I call Play(), no sound is heard in the editor. It seems that all variables have been assigned correctly and I am able to access all the properties of AudioSource. I am using an AudioManager script to play one of the sounds from an array. You can use GameObject.FindObjectsWithTag ('tag') function instead. The title pretty much sums up my problem. A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community. Type varName GameObject.Find (' ComponentName ').GetComponent< Type > () This assumes that you do only have one object of that name, but provides a nice clean piece of code that does what is required for many use cases.
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