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Game Development How to Make a Video Game Game Audio Script a Random Sound Player

Random.Range is exclusive for the upper-bound integer value

According to the unity docs: http://docs.unity3d.com/ScriptReference/Random.Range.html

For integers, the Random.Range is inclusive for the min and exclusive for the max, therefore the line of code to choose a random sound from the list of AudioClips:

AudioClip randomSound = soundsClips[Random.Range (0, soundsClips.Count - 1)];

should be just...

AudioClip randomSound = soundsClips[Random.Range (0, soundsClips.Count)];

Is this correct?

2 Answers

Nick Pettit
Nick Pettit
Treehouse Teacher

Wow, you're absolutely right! I thought Random.Range always used inclusive numbers, but that's probably because I usually use it with floats. When using integers, the max is indeed exclusive (probably to prevent the exact problem I thought I was solving by subtracting negative 1). I just tested this in the game by using some console debugging, and the last sound in the random sound player script never gets played even after ~1000 runs (or I'm extremely unlucky). When the "-1" is removed, all the sounds in the list are included in the selection.

This will require some time to fix, because it's a video fix. I'm hoping to get that done this week.

Mark VonGyer
Mark VonGyer
21,239 Points

I think your way is better Nick - Unity have gone against the standard principles on this one when there really isn't any reason to do so!

Andres Badilla
Andres Badilla
4,692 Points

The video seems to be correct now