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.
#pragma strict // When the audio component has stopped playing, play otherClip public var otherClip; var audio; function Start() { audio = GetComponent.<AudioSource>(); } function Update() { if (!audio.isPlaying) { audio.clip = otherClip; audio.Play(); } }
// When the audio component has stopped playing, play otherClip using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public AudioClip otherClip; AudioSource audio; void Start() { audio = GetComponent<AudioSource>(); } void Update() { if (!audio.isPlaying) { audio.clip = otherClip; audio.Play(); } } }