Unity3D syncing audio with object position












0














I have a simple board game where tokens get moved from square to square. I am using a coroutine to move the tokens. It does something like below



IEnumerator MoveTokenCoRoutine(int steps)
{

while (steps > 0)
{
transform.position = Vector3.Lerp(transform.position, newPos, Time.deltaTime * speed);
yield return null;
--steps;
}

}


The clip is a sliding sound for 2 seconds.



Steps, is how many squares a token should move using Lerp. The only time I could get it synced is with below parameters.



1) Set the lerp speed to 10 which is default speed i use to move
2) Step = 1 (move one square)
3) Call Play() just before while



With this scenario movement and sound effect stay pretty much in sync.



However, if steps get more than 1 and I put the Play() inside loop it just plays one time and stops. But the token keeps moving until while ends.



What approaches do I have to keep this in sync?










share|improve this question



























    0














    I have a simple board game where tokens get moved from square to square. I am using a coroutine to move the tokens. It does something like below



    IEnumerator MoveTokenCoRoutine(int steps)
    {

    while (steps > 0)
    {
    transform.position = Vector3.Lerp(transform.position, newPos, Time.deltaTime * speed);
    yield return null;
    --steps;
    }

    }


    The clip is a sliding sound for 2 seconds.



    Steps, is how many squares a token should move using Lerp. The only time I could get it synced is with below parameters.



    1) Set the lerp speed to 10 which is default speed i use to move
    2) Step = 1 (move one square)
    3) Call Play() just before while



    With this scenario movement and sound effect stay pretty much in sync.



    However, if steps get more than 1 and I put the Play() inside loop it just plays one time and stops. But the token keeps moving until while ends.



    What approaches do I have to keep this in sync?










    share|improve this question

























      0












      0








      0







      I have a simple board game where tokens get moved from square to square. I am using a coroutine to move the tokens. It does something like below



      IEnumerator MoveTokenCoRoutine(int steps)
      {

      while (steps > 0)
      {
      transform.position = Vector3.Lerp(transform.position, newPos, Time.deltaTime * speed);
      yield return null;
      --steps;
      }

      }


      The clip is a sliding sound for 2 seconds.



      Steps, is how many squares a token should move using Lerp. The only time I could get it synced is with below parameters.



      1) Set the lerp speed to 10 which is default speed i use to move
      2) Step = 1 (move one square)
      3) Call Play() just before while



      With this scenario movement and sound effect stay pretty much in sync.



      However, if steps get more than 1 and I put the Play() inside loop it just plays one time and stops. But the token keeps moving until while ends.



      What approaches do I have to keep this in sync?










      share|improve this question













      I have a simple board game where tokens get moved from square to square. I am using a coroutine to move the tokens. It does something like below



      IEnumerator MoveTokenCoRoutine(int steps)
      {

      while (steps > 0)
      {
      transform.position = Vector3.Lerp(transform.position, newPos, Time.deltaTime * speed);
      yield return null;
      --steps;
      }

      }


      The clip is a sliding sound for 2 seconds.



      Steps, is how many squares a token should move using Lerp. The only time I could get it synced is with below parameters.



      1) Set the lerp speed to 10 which is default speed i use to move
      2) Step = 1 (move one square)
      3) Call Play() just before while



      With this scenario movement and sound effect stay pretty much in sync.



      However, if steps get more than 1 and I put the Play() inside loop it just plays one time and stops. But the token keeps moving until while ends.



      What approaches do I have to keep this in sync?







      unity3d






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      asked Nov 11 at 9:35









      user2058413

      106313




      106313
























          1 Answer
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          There is not much salvagable from your code, unfortunately.



          A better working variant would look like this:



          IEnumerator MoveTokenCoRoutine()
          {
          float currentTime=0.0f; // note: NOT in seconds, 1.0f = end of sound sample
          Vector3 oldPosition = transform.position;
          float startTime = Time.time;
          while (currentTime < 1.0f) {
          currentTime = (Time.time - startTime)/ DurationInSeconds ;
          transform.position = Vector3.Lerp(oldPosition, newPos, currentTime );
          yield return null;
          }
          }


          Required variables:





          • Vector3 newPos Target position at animation end


          • float DurationInSeconds Length of the sound sample in seconds






          share|improve this answer





















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            1 Answer
            1






            active

            oldest

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            active

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            active

            oldest

            votes









            0














            There is not much salvagable from your code, unfortunately.



            A better working variant would look like this:



            IEnumerator MoveTokenCoRoutine()
            {
            float currentTime=0.0f; // note: NOT in seconds, 1.0f = end of sound sample
            Vector3 oldPosition = transform.position;
            float startTime = Time.time;
            while (currentTime < 1.0f) {
            currentTime = (Time.time - startTime)/ DurationInSeconds ;
            transform.position = Vector3.Lerp(oldPosition, newPos, currentTime );
            yield return null;
            }
            }


            Required variables:





            • Vector3 newPos Target position at animation end


            • float DurationInSeconds Length of the sound sample in seconds






            share|improve this answer


























              0














              There is not much salvagable from your code, unfortunately.



              A better working variant would look like this:



              IEnumerator MoveTokenCoRoutine()
              {
              float currentTime=0.0f; // note: NOT in seconds, 1.0f = end of sound sample
              Vector3 oldPosition = transform.position;
              float startTime = Time.time;
              while (currentTime < 1.0f) {
              currentTime = (Time.time - startTime)/ DurationInSeconds ;
              transform.position = Vector3.Lerp(oldPosition, newPos, currentTime );
              yield return null;
              }
              }


              Required variables:





              • Vector3 newPos Target position at animation end


              • float DurationInSeconds Length of the sound sample in seconds






              share|improve this answer
























                0












                0








                0






                There is not much salvagable from your code, unfortunately.



                A better working variant would look like this:



                IEnumerator MoveTokenCoRoutine()
                {
                float currentTime=0.0f; // note: NOT in seconds, 1.0f = end of sound sample
                Vector3 oldPosition = transform.position;
                float startTime = Time.time;
                while (currentTime < 1.0f) {
                currentTime = (Time.time - startTime)/ DurationInSeconds ;
                transform.position = Vector3.Lerp(oldPosition, newPos, currentTime );
                yield return null;
                }
                }


                Required variables:





                • Vector3 newPos Target position at animation end


                • float DurationInSeconds Length of the sound sample in seconds






                share|improve this answer












                There is not much salvagable from your code, unfortunately.



                A better working variant would look like this:



                IEnumerator MoveTokenCoRoutine()
                {
                float currentTime=0.0f; // note: NOT in seconds, 1.0f = end of sound sample
                Vector3 oldPosition = transform.position;
                float startTime = Time.time;
                while (currentTime < 1.0f) {
                currentTime = (Time.time - startTime)/ DurationInSeconds ;
                transform.position = Vector3.Lerp(oldPosition, newPos, currentTime );
                yield return null;
                }
                }


                Required variables:





                • Vector3 newPos Target position at animation end


                • float DurationInSeconds Length of the sound sample in seconds







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Nov 11 at 10:53









                Turbo J

                6,51711733




                6,51711733






























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