Is the clip playing right now (Read Only)?
Note: AudioSource.isPlaying will return false when AudioSource.Pause() is called. When you use AudioSource.Play() again back, it will return true.
// When the audio component has stopped playing, play otherClip
var otherClip : AudioClip;
function Update (){
if (!audio.isPlaying){
audio.clip = otherClip;
audio.Play();
}
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public AudioClip otherClip;
void Update() {
if (!audio.isPlaying) {
audio.clip = otherClip;
audio.Play();
}
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public otherClip as AudioClip
def Update():
if not audio.isPlaying:
audio.clip = otherClip
audio.Play()