In the examples I have seen the PlayClipAtPoint takes a new Vector 3… not sure whether that would make much difference but could be a quick and easy test. Wouldn’t have thought it would matter though.
That said it’s hard to tell from your code snippets what this relates to. Can you pop up a bigger hunk of your code for this?
@RetroDan, you have an AudioSource component yes? I don’t see it shown in your screenshots, other than the code reference to it, which I notice is in blue which may suggest it’s referencing the AudioSource class not an instance of it…
… ah, ignore, I’ve just seen that it’s a Static method… sorry…
Update
Found this, it’s from the end of last year, but there might be something useful in it…
The posts which suggest they have it working mention setting the position to that of the camera. There is also mention of the spatialBlend but I don’t know whether you have a 2D/3D game going on here…
I’ve not used this specific method myself, I have a little soundboard example which plays a clip on a key press, that has an AudioSource as a private member within the script, instantiated in the Start() method where it grabs a reference using GetComponent etc. It’s just a cube in a scene, nothing fancy… happy to share if it’s of any use.
UPDATE: I re-entered everything and the sound effects are now working again but, the volume is so low I could hardly hear it next to the music playing. So I lowered the music volume to 0.1 and cranked the volume of my system now they both play at equal levels. I don’t know if that is a good solution or not. They used to play much louder.
Hey @RetroDan - great, so at least there’s no code issue or anything. I guess you could play/tweak the sounds accordingly… if you can pop it up anywhere I’d be happy to try it this end and see how it sounds, different machine/player etc… can feedback… entirely up to you