Is the clip playing right now (Read Only)?
Note: AudioSource.isPlaying returns false when AudioSource.Pause()
is called. If you use
AudioSource.Play()
back again, it returns true.
// When the audio component has stopped playing, play otherClip using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public AudioClip otherClip; AudioSource audioSource;
void Start() { audioSource = GetComponent<AudioSource>(); }
void Update() { if (!audioSource.isPlaying) { audioSource.clip = otherClip; audioSource.Play(); } } }