I have a code here which automatically plays a sound when target is found and stops when target is lost. What I'm doing is that I want to repeat the sound of the target currently found. The problem is when i click the replay button, the sound of the last target found, and the current target are both playing.
I coded this on the DefaultTrackableEventHandler script. Here's my code:
public AudioSource soundTarget;
public AudioClip clipTarget;
private AudioSource[] allAudioSources;
public Button Button;
void StopAllAudio()
{
allAudioSources = FindObjectsOfType(typeof(AudioSource)) as AudioSource[];
foreach (AudioSource audioS in allAudioSources)
{
audioS.Stop();
}
}
void playSound(string ss)
{
clipTarget = (AudioClip)Resources.Load(ss);
soundTarget.clip = clipTarget;
soundTarget.loop = false;
soundTarget.playOnAwake = false;
soundTarget.Play();
}
public void ReplayAudio()
{
soundTarget.PlayOneShot(clipTarget);
}
Under public virtual void OnTrackingFound()
public virtual void OnTrackingFound()
{
if (mTrackableBehaviour.TrackableName == "letterA")
{
playSound("sounds/airplane");
Button.onClick.AddListener(ReplayAudio);
}
if (mTrackableBehaviour.TrackableName == "letterB")
{
playSound("sounds/banana");
Button.onClick.AddListener(ReplayAudio);
}
//On trackingLost: StopAllAudio();
You need to call RemoveAllListeners
on your button before adding another listener or they will stack everytime a target is found.
public virtual void OnTrackingFound()
{
Button.onClick.RemoveAllListeners();
if (mTrackableBehaviour.TrackableName == "letterA")
{
playSound("sounds/airplane");
Button.onClick.AddListener(ReplayAudio);
}
if (mTrackableBehaviour.TrackableName == "letterB")
{
playSound("sounds/banana");
Button.onClick.AddListener(ReplayAudio);
}
}
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