Answers for "How to start a sound not from it's start ?" The latest answers for the question "How to start a sound not from it's start ?" Answer by anharx Try using audioclip.playoneshot(). For example if you only want the clip to play only when the player honks. Also make sure to add an audiosource component in the inspector and attach the audio clip to it In the code sample the sound track only plays the when the cannonball is shot public int hitpoint = 20; public float minForce = 400.0f; public float maxForce = 700.0f; public AudioClip audioHit; public AudioClip audioShoot; public ParticleSystem particle; public float delayTime = 2.0f; private bool isActive = true; private void Awake() { this.GetComponent<Rigidbody>().AddRelativeForce(new Vector3 (0, GetRandomValue(), GetRandomValue())); this.GetComponent<AudioSource>().PlayOneShot(audioShoot); } Sun, 22 Apr 2018 07:17:31 GMT anharx Answer by Hellium Have you tried: audioSource.Play(); audioSource.time = /* time in seconds */ ; **Be aware that**: On a compressed audio track position does not necessary reflect the actual time in the track Compressed audio is represented as a set of so-called packets. The length of a packet depends on the compression settings and can quite often be 2-3 seconds per packet. Source : Sat, 21 Apr 2018 17:19:03 GMT Hellium