Hello!
I have been using the play random sound action to play from a pool of 4 different sounds every time an electric guitar is "thrown" across a room. And it worked well in Unity. However, when I built for IOS (its a google cardboard project) none of the sounds work. ALL other sounds in my game are fine, but that is the only place Im using that action. Is it not ios friendly for some reason?
I may be mistaken, but I think its the only sound making action that doesnt require an audio source component to be added to the object, instead replying on a "position" parameter to "Place" the sound in space. This I did by getting the transform of the guitar, and saving that variable, and sending that into the sound location slot of the action.
I tried remaking the same functionality using the more normal "Audio play" action, with a random event action providing the random choices of the sounds... maybe more actions required to achieve this, and although it worked, it was not as robust and sometimes fails to play. Although this may be some other error in my set-up, i didn't spend too long troubleshooting this method, before writing this.
Any clues here?
Can post screenshots of my setup later, if needed, but at work now, and not able to get to my project.
Mark