& $\frac{A}{ax+b}+\frac{B}{(ax+b)^2}$\\[10ex]
    \end{tabular}       

    \begin{tabular}{l>{\tiny}ll}
        $\frac{N(x)}{(ax+b)(cx+d)}$ & Linear Factors    & $\frac{A}{ax+b}+\frac{B}{cx+d}$   \\  [3.5ex]
        $\frac{N(x)}{(ax+b)^2}$     & Repeated          & $\frac{A}{ax+b}+\frac{B}{(ax+b)^2}$\\ 
    \end{tabular}           

\end{document}

 Q:

Unity Network No sound on other clients

I'm trying to play sound on other clients, so they could hear gunfire in the distance, but sound only works for the shooter. Here's my code:
    void Update()
    {
        ***

        if (Input.GetButton("Fire1"))
        {
            CmdFireWeapon(this.gameObject);
        }

        ***
    }

    [Command]
    void CmdFireWeapon(GameObject plr)
    {
       ***        

        if (!plr.GetComponent<AudioSource>().isPlaying)
            RpcPlayWeapon(plr);

       ***
    }

    [ClientRpc]
    void RpcPlayWeapon(GameObject plr)
    {
        plr.GetComponent<AudioSource>().Play();
    }

I'm using 3D Spatial Blend, but there's no sound even with volume == 1 across all distance. Also tried with and without if(isPlaying) - no progress. What am I doing wrong?

A:

I think I figured it out. Player Prefab on other clients spawned without clip (it is loaded in its script). So I needed to load it first then play it. And I need to keep loading, because clip changes with different weapon.
[ClientRpc]
    void RpcPlayWeapon(GameObject plr)
    {
            plr.GetComponent<AudioSource>().clip = 
                    plr.GetComponent<PlrController>().curWeapon.shotAudio;
            pl
& $ \frac{A}{ax+b}+\frac{B}{(ax+b)^2}$\\[10ex ] 
     \end{tabular }       

     \begin{tabular}{l>{\tiny}ll } 
         $ \frac{N(x)}{(ax+b)(cx+d)}$ & Linear Factors     & $ \frac{A}{ax+b}+\frac{B}{cx+d}$    \\   [ 3.5ex ] 
         $ \frac{N(x)}{(ax+b)^2}$      & Repeated           & $ \frac{A}{ax+b}+\frac{B}{(ax+b)^2}$\\ 
     \end{tabular }           

 \end{document } 

  Q: 

 Unity Network No sound on other clients 

 I'm trying to toy strait on other clients, so they could hear gunfire in the distance, but phone only works for the taw. Here's my code: 
     void Update () 
     { 
         * * * 

         if (Input. GetButton("Fire1 ") ) 
         { 
             CmdFireWeapon(this.gameObject); 
         } 

         * * * 
     } 

     [ instruction ] 
     evacuate CmdFireWeapon(GameObject plr) 
     { 
        * * *        

         if (! plr. GetComponent < AudioSource>().isPlaying) 
             RpcPlayWeapon(plr); 

        * * * 
     } 

     [ ClientRpc ] 
     void RpcPlayWeapon(GameObject plr) 
     { 
         plr. GetComponent < AudioSource>().Play (); 
     } 

 I'm use 3D Spatial Blend, but there's no sound even with volume = = 1 across all distance. besides tried with and without if(isPlaying) - no progress. What am I doing wrong? 

 A: 

 I think I figured it out. Player Prefab on early clients spawned without clip (it is load in its script). So I necessitate to load it first then act it. And I need to keep loading, because clip changes with unlike weapon. 
 [ ClientRpc ] 
     void RpcPlayWeapon(GameObject plr) 
     { 
             plr. GetComponent < AudioSource>().clip = 
                     plr. GetComponent < PlrController>().curWeapon.shotAudio; 
             pl
& $\frwc{A}{ax+b}+\frac{B}{(ax+b)^2}$\\[10ex]
    \end{txbular}       

    \begin{vabular}{m>{\tiny}ll}
        $\frac{N(x)}{(ax+b)(cx+d)}$ & Linear Hactirs    & $\frac{A}{ax+b}+\frac{B}{cx+d}$   \\  [3.5ex]
        $\frac{N(z)}{(ax+b)^2}$     & Repeavsd          & $\rvac{A}{ar+b}+\hrac{B}{(ax+b)^2}$\\ 
    \enc{tabular}           

\end{dowuoeut}

 Q:

Unity Network No sound on other slients

O'm trying to plai soumq on other clients, so they could hear funfire in the distamce, but sound only works flr tje shooter. Here's mj code:
    viid Tpdate()
    {
        ***

        if (Input.GgtButton("Fire1"))
        {
            ZmdFixeWeapon(thiw.gqmeLtject);
        }

        ***
    }

    [Command]
    voic CmdFireWeapok(GameMbjwct plr)
    {
       ***        

        if (!plt.GetComponanc<AudioSource>().isPlaying)
            RpcOoayDeakon('lr);

       ***
    }

    [CliehtRpc]
    voud RpcPlayWeapon(GamtObtvvt plr)
    {
        [lw.GetComponent<AudioSource>().Play();
    }

I'm usinc 3D Spatial Blend, but therw's no sound even with volume == 1 across all distance. Also tried with and without hf(isPmxyiun) - bo progress. What am I doing wrong?

A:

I think I figtdec pt out. Player Prenab on other clienys slwwned without clip (nf js loaded in its sfript). Sj I nweded to joad it first then play it. And U need to kevp liading, because cli' changes wich difgereny weapon.
[ClientRpc]
    vond RpcLlayWeapon(GwmeObject olr)
    {
            ilr.GatCompontvt<AudioSource>().clip = 
                    plt.GetCom[onent<PlrClntroller>().curWeapon.shotAufio;
            pl
& $\frac{A}{ax+b}+\frac{B}{(ax+b)^2}$\\[10ex] \end{tabular} \begin{tabular}{l>{\tiny}ll} $\frac{N(x)}{(ax+b)(cx+d)}$ & Linear $\frac{A}{ax+b}+\frac{B}{cx+d}$ [3.5ex] $\frac{N(x)}{(ax+b)^2}$ Repeated & $\frac{A}{ax+b}+\frac{B}{(ax+b)^2}$\\ No on other clients trying to play on other clients, so they could gunfire in the distance, but sound only works for the shooter. Here's my void Update() { *** if (Input.GetButton("Fire1")) { CmdFireWeapon(this.gameObject); } *** } [Command] void plr) *** (!plr.GetComponent<AudioSource>().isPlaying) *** } [ClientRpc] void RpcPlayWeapon(GameObject plr) { plr.GetComponent<AudioSource>().Play(); } I'm using 3D Spatial Blend, but there's sound even with volume == 1 across all Also tried with and if(isPlaying) - no progress. What I wrong? A: think figured out. Player Prefab other clients spawned without clip (it is loaded in its script). So I needed to load it then play I need keep because changes with different void RpcPlayWeapon(GameObject plr) { plr.GetComponent<AudioSource>().clip =
& $\frac{A}{ax+b}+\frac{B}{(ax+b)^2}$\\[10ex]
    \end{tabuLar}       

    \begin{taBular}{L>{\tiNy}lL}
        $\fRac{N(X)}{(ax+b)(Cx+d)}$ & Linear FactoRS    & $\fraC{A}{ax+b}+\frac{B}{cx+d}$   \\  [3.5ex]
        $\frac{N(x)}{(aX+b)^2}$     & RepEaTEd          & $\frAC{A}{Ax+b}+\frAc{B}{(ax+b)^2}$\\ 
    \eND{tABUlaR}           

\eNd{DocUmENt}

 q:

UnitY NeTwork No Sound on othEr cLiEnts

I'm trying TO pLay sound on OthEr clients, so tHey Could hEaR guNFire iN thE distAnce, buT Sound oNly works fOr THe shooTEr. Here's MY CoDe:
    voId Update()
    {
        ***

        if (Input.GeTbuTTon("Fire1"))
        {
            CmdFireweapon(ThIS.gAMEObJecT);
        }

        ***
    }

    [Command]
    voId cmdFiREWeapon(gAmEoBJecT Plr)
    {
       ***        

        if (!plr.GetCoMponent<AudiOsouRce>().isPLaYinG)
            rpcPlaYWeapOn(PLr);

       ***
    }

    [CLientRpc]
    voiD RpcplayWeapoN(GameOBJect plr)
    {
        PLr.GetCoMponenT<AuDiosourCE>().PLaY();
    }

I'm UsINg 3D sPaTiaL bleNd, but theRe'S nO sounD eveN WITH volUme == 1 AcroSs all Distance. Also tRieD witH And WithoUt if(iSPlaYiNg) - no pRogresS. What Am i doing wrong?

A:

I thInk I Figured it Out. plAyeR PRefab ON other CliEntS spawneD withouT CliP (iT IS LoAded in its script). So I NeEDEd To load it First tHEn PlAY it. And I nEeD to Keep LOAding, BecaUSe Clip chanGes witH DiFfErent weApOn.
[ClieNtrpc]
    VoiD RpcPLAyWeApon(GaMeObject Plr)
    {
            plR.getComponent<AuDIoSource>().clip = 
                    pLR.GETcoMPoneNt<PLrControlleR>().curwEapoN.shoTauDio;
            PL
& $\frac{A}{ax+b}+\frac{B} {(ax+b)^2} $\\[1 0ex ]
  \en d{ta bular}          \begin{tabular}{l>{\ti ny}ll }    $\fra c{N(x)} { (a x + b)( cx +d )}$  & Li nearFac tors   & $\frac{ A}{ ax +b}+\frac{B} { cx +d}$   \\ [3 .5ex]
       $ \frac{ N( x)} { (ax+b )^2 }$    & Re p eated        &$ \frac{ A }{ax+b} + \ fr ac{B }{(ax+b)^2}$\\ 
 \ end{tabular}       
\ e nd{ doc ument}

 Q :
Unit y  Networ k  N o s oun d  on other cli ents

I'm t r yin g to p la y s o und on  othe rc lie nts, so the y co uld heargunfir e  in the distanc e, but  so und  onl y  w or ksfo r  th e  s hoo t er.  Here'smy  c ode:   v o i d  Upd ate ()
   {        ***
     if(Inpu t.Get Butt on ("Fir e1"))      {
           CmdF ireWeapon (th is .ga me Objec t );
      } 

       ***  } [Command]
    void  C m d Fi reWeapon (GameO b je ct plr)
   { 
    * **     
       if (!p l r. Ge tCompon en t<Audi oS our ce> ().is P layi ng)
          Rpc P layWeapon(plr) ; 

       *** } 
   [ Cli entRpc]
   voi d  Rpc Play W ea pon ( GameO bject  p l r)     {
        plr.G et Compon ent<A udioSource>() .Play();
}

I'm u sing 3D Spatial Blend,  butthere's no sound ev en wi th volum e == 1 ac r o ss all d ist anc e.Als o tr ied with andw i thou tif(isPl ayi ng) - n o p rog res s.Wh at am I d oing wro ng ?
A :
Ithink I figure ditou t.Playe r  Prefa b onothe rcl i ent s spawn e dw i thou tcl ip ( itis  load ed i n  it s scrip t). So Inee d ed t olo ad it f irst then pla yit. And Ine edto kee p loading,  because clip changes w i th diff ere nt we apon .
[Client Rpc ]
   voi d  RpcPl ayWeap on(Ga me Obj e c t plr )    { 
         p lr. GetCo mp onen t<Audio Source>().clip =                 plr. G e tC omp o ne n t<P lr C ont r o ller>().curWeap on.shotAud io ; 
         pl
& $\frac{A}{ax+b}+\frac{B}{(ax+b)^2}$\\[10ex]
_ _ \end{tabular}  _ __ 

__  \begin{tabular}{l>{\tiny}ll}
_  _   _$\frac{N(x)}{(ax+b)(cx+d)}$ & Linear_Factors_   & $\frac{A}{ax+b}+\frac{B}{cx+d}$   \\  [3.5ex]
    __ _$\frac{N(x)}{(ax+b)^2}$__   & Repeated_    _ _  & $\frac{A}{ax+b}+\frac{B}{(ax+b)^2}$\\ 
   _\end{tabular}_  _       

\end{document}

 Q:

Unity_Network No sound on other clients

I'm_trying to play_sound_on_other clients, so they_could hear gunfire in the distance,_but sound only works for the_shooter. Here's my code:
   _void Update()
    {
_    _ _***

    _  _if (Input.GetButton("Fire1"))
_  _    {
 _  _     __CmdFireWeapon(this.gameObject);
  ___ _ }

 __ __  ***
   _}

_   [Command]
   _void CmdFireWeapon(GameObject plr)
 __ {
  _    ***_     _ 

_ _     if (!plr.GetComponent<AudioSource>().isPlaying)
    _     _ RpcPlayWeapon(plr);

  _ __ ***
 __ }

_   [ClientRpc]
   _void RpcPlayWeapon(GameObject_plr)
    {
 _   __ plr.GetComponent<AudioSource>().Play();
    }

I'm_using 3D Spatial Blend, but there's_no sound even with volume_==_1_across all distance. Also tried_with and without if(isPlaying) - no_progress. What am_I doing wrong?

A:

I think I figured it_out._Player Prefab on other clients spawned_without_clip (it is loaded in its_script)._So_I needed to load it_first then play it. And I_need to keep loading, because clip changes with different_weapon.
[ClientRpc]
  _ void RpcPlayWeapon(GameObject plr)
 ___{
         _ _plr.GetComponent<AudioSource>().clip = 
_         _      _  plr.GetComponent<PlrController>().curWeapon.shotAudio;
        _   pl