# PlayOneShot(AudioClip, float)

> Plays an AudioClip, and scales the AudioSource volume by volumeScale.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.AudioModule

```csharp
public void PlayOneShot(AudioClip clip, float volumeScale)
```

### Parameters

**** (\[AudioClip]\(/engine/6000.7/script-reference/unityengine/audioclip)): The clip being played.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The scale of the volume. Unity automatically clamps negative scales to zero. Note: Scales larger than one might cause clipping.

### Remarks

[AudioSource.PlayOneShot](/engine/6000.7/script-reference/unityengine/audiosource/playoneshot.md) does not cancel clips that are already being played by [AudioSource.PlayOneShot](/engine/6000.7/script-reference/unityengine/audiosource/playoneshot.md) and [AudioSource.Play](/engine/6000.7/script-reference/unityengine/audiosource/play.md). For more information on how this method differs from [AudioSource.Play](/engine/6000.7/script-reference/unityengine/audiosource/play.md), see [AudioSource](/engine/6000.7/script-reference/unityengine/audiosource.md).

Additional Resources: [AudioSource.Play](/engine/6000.7/script-reference/unityengine/audiosource/play.md)

### Examples

```csharp
using UnityEngine;
using System.Collections;

[RequireComponent(typeof(AudioSource))]
public class ExampleClass : MonoBehaviour
{
    public AudioClip impact;
    AudioSource audioSource;

    void Start()
    {
        audioSource = GetComponent<AudioSource>();
    }

    void OnCollisionEnter()
    {
        audioSource.PlayOneShot(impact, 0.7F);
    }
}
```
