Welcome to the Treehouse Community
Want to collaborate on code errors? Have bugs you need feedback on? Looking for an extra set of eyes on your latest project? Get support with fellow developers, designers, and programmers of all backgrounds and skill levels here with the Treehouse Community! While you're at it, check out some resources Treehouse students have shared here.
Looking to learn something new?
Treehouse offers a seven day free trial for new students. Get access to thousands of hours of content and join thousands of Treehouse students and alumni in the community today.
Start your free trialMorris Masila
165 PointsScript a random sound player
using System.Collections.Generic; using UnityEngine; using System.Collections;
public class Random : MonoBehaviour {
private AudioSource audioSource;
[SerializeField]
private List<AudioClip> soundClips = new List<AudioClip>();
[SerializeField]
private float soundTimerDelay = 3f;
private float soundTimer;
// Use this for initialization
void Start () {
audioSource = GetComponent<AudioSource>();
}
// Update is called once per frame
void Update()
{
//increment a timer to count up to restarting.
soundTimer = soundTimer + Time.deltaTime;
//if the timer reaches the delay...
if (soundTimer >= soundTimerDelay)
{
//...reset the timer...
soundTimer = 0f;
//...choose a random sound
AudioClip randomSound = soundClips[Random.Range (0, soundClips.Count)];
//...and play the sound.
audioSource.PlayOneShot(randomSound);
}
}
}
//The Random.Range is showing an error
1 Answer
Seth Kroger
56,413 PointsI notice you named your script/class "Random" instead of "RandomSoundPlayer". That makes it conflict with System.Random, which is where Range comes from.