UnityRef is currently in early development. Some features may be incomplete and/or not functioning.

UNITYREF

Your Pit Stop For Solving ANYTHING in Unity

optimization

[AudioSource] Fix Rapid-Fire Audio Distortion in Update Loop

Solution

audio systemmemory managementresource management

Unity 2017.1.x - Unity 6.3.x

Published Wed, Mar 25

Issue

 An AudioClip intended to play once upon a specific game state condition exhibits harsh metallic distortion and continuous unending playback. The issue persists despite the AudioClip appearing correct in the Inspector and functioning normally in isolation.

Quick-Fix

Prevent AudioSource.PlayOneShot() from stacking multiple instances per frame by gating the execution with a boolean flag inside Update().

Expand Analysis

The audio distortion and continuous playback stem from repeatedly invoking your audio playback method in Update() while your game condition variables remains true. Because Update() runs every frame, AudioSource.PlayOneShot() is triggered up to 120+ times per second, layering the same sound on top of itself until the audio buffer is saturated.

To fix this, implement a boolean flag, isGameOver, to ensure your audio playback method executes only once upon the initial detection of the game-over state.

  1. Declare a private bool named isGameOver at the class level.
  2. Modify the conditional statement in Update() to check if (!**isGameOver** && your game condition variables).
  3. Within this block, set isGameOver to true immediately before the audio logic.
  4. Reset isGameOver to false in your reset or restart method.

Additional Tips

  • Use event-based triggers instead of Update() polling where possible to minimize performance overhead.
  • If you need to play a sound multiple times but not overlapping, check if AudioSource.isPlaying is false before calling your audio playback method.

Copy


using UnityEngine;
using UnityEngine.UIElements;

public class MatchAudioManager : MonoBehaviour
{
    [SerializeField] private AudioClip winClip;
    private AudioSource audioSource;
    private bool isGameOver = false;
    private int currentScore = 0;
    private int targetScore = 10;

    void Awake()
    {
        audioSource = GetComponent<AudioSource>();
    }

    void Update()
    {
        // Check if condition is met and ensure the logic only runs once
        if (!isGameOver && currentScore >= targetScore)
        {
            HandleWinState();
        }
    }

    private void HandleWinState()
    {
        // Set flag to true immediately to block subsequent frames
        isGameOver = true;
        
        audioSource.PlayOneShot(winClip);
        Debug.Log("Win audio triggered once.");
    }

    public void ResetGame()
    {
        isGameOver = false;
        currentScore = 0;
    }
}

Related Posts Haven't quite found a solution to your problem? We think these posts might help you.

Content inspired by a Unity discussion post.