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 ExampleClass : MonoBehaviour { public AudioClip otherClip; void Update() { if (!audio.isPlaying) { audio.clip = otherClip; audio.Play(); } } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public otherClip as AudioClip def Update() as void: if not audio.isPlaying: audio.clip = otherClip audio.Play()