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  • Hi Colin! 

    Create a new script called "TapThroughAudio" and add this script to it:

    // @input Component.AudioComponent[] tapAudio
    // @input bool random

    var currentAudioIndex = -1;

    function onTap( eventData )
    // Stop current audio
    stopAudio( currentAudioIndex );

    // Increment current audio

    // Start the new Audio
    playAudio( currentAudioIndex );
    var tapEvent = script.createEvent("TapEvent");

    function incrementAudioIndex()
    if( !script.random )
    currentAudioIndex = currentAudioIndex + 1;
    currentAudioIndex = currentAudioIndex % script.tapAudio.length;
    currentAudioIndex = Math.floor( Math.random() * script.tapAudio.length );

    function playAudio( index )
    print( "Playing sound :" + index );
    script.tapAudio[index].play( 1 );

    function stopAudio( index )
    if( index >= 0 ) {
    script.tapAudio[index].stop( false );

    This script should then be added to an object with a Touch component. In the case of the templates, it should be added to the WorldObjectController. The script should be bound to the initialized event (the script binds its own tap event). 

    Then, create however many Audio Components you'd like in your scene and add them to the tap audio array. The script also has a random button in the inspector that will randomly select the audio form the array instead of sequentially playing them. Have fun!

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