Unity3D syncing audio with object position









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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?










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    up vote
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    down vote

    favorite












    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























      up vote
      0
      down vote

      favorite









      up vote
      0
      down vote

      favorite











      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

      106312




      106312






















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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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            up vote
            0
            down vote













            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
























              up vote
              0
              down vote













              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






















                up vote
                0
                down vote










                up vote
                0
                down vote









                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

                6,50711733




                6,50711733



























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