Ive made a slider that adjust the games volume in the main menu but the music reverts to normal when the...












-1















how can i make it so changes i made in the main menu scene are carried over into the game scene?



below is the code i used for the music player.



// Reference to Audio Source component
private AudioSource audioSrc;

// Music volume variable that will be modified
// by dragging slider knob
private float musicVolume = 1f;

// Use this for initialization
void Start()
{

// Assign Audio Source component to control it
audioSrc = GetComponent<AudioSource>();
}

// Update is called once per frame
void Update()
{

// Setting volume option of Audio Source to be equal to musicVolume
audioSrc.volume = musicVolume;
}

// Method that is called by slider game object
// This method takes vol value passed by slider
// and sets it as musicValue
public void SetVolume(float vol)
{
musicVolume = vol;
}









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  • Do you have a new instance of this script on every scene?

    – Chik3k3r
    Jan 1 at 15:34
















-1















how can i make it so changes i made in the main menu scene are carried over into the game scene?



below is the code i used for the music player.



// Reference to Audio Source component
private AudioSource audioSrc;

// Music volume variable that will be modified
// by dragging slider knob
private float musicVolume = 1f;

// Use this for initialization
void Start()
{

// Assign Audio Source component to control it
audioSrc = GetComponent<AudioSource>();
}

// Update is called once per frame
void Update()
{

// Setting volume option of Audio Source to be equal to musicVolume
audioSrc.volume = musicVolume;
}

// Method that is called by slider game object
// This method takes vol value passed by slider
// and sets it as musicValue
public void SetVolume(float vol)
{
musicVolume = vol;
}









share|improve this question























  • Do you have a new instance of this script on every scene?

    – Chik3k3r
    Jan 1 at 15:34














-1












-1








-1








how can i make it so changes i made in the main menu scene are carried over into the game scene?



below is the code i used for the music player.



// Reference to Audio Source component
private AudioSource audioSrc;

// Music volume variable that will be modified
// by dragging slider knob
private float musicVolume = 1f;

// Use this for initialization
void Start()
{

// Assign Audio Source component to control it
audioSrc = GetComponent<AudioSource>();
}

// Update is called once per frame
void Update()
{

// Setting volume option of Audio Source to be equal to musicVolume
audioSrc.volume = musicVolume;
}

// Method that is called by slider game object
// This method takes vol value passed by slider
// and sets it as musicValue
public void SetVolume(float vol)
{
musicVolume = vol;
}









share|improve this question














how can i make it so changes i made in the main menu scene are carried over into the game scene?



below is the code i used for the music player.



// Reference to Audio Source component
private AudioSource audioSrc;

// Music volume variable that will be modified
// by dragging slider knob
private float musicVolume = 1f;

// Use this for initialization
void Start()
{

// Assign Audio Source component to control it
audioSrc = GetComponent<AudioSource>();
}

// Update is called once per frame
void Update()
{

// Setting volume option of Audio Source to be equal to musicVolume
audioSrc.volume = musicVolume;
}

// Method that is called by slider game object
// This method takes vol value passed by slider
// and sets it as musicValue
public void SetVolume(float vol)
{
musicVolume = vol;
}






c# unity3d






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asked Jan 1 at 15:30









sam austinsam austin

134




134













  • Do you have a new instance of this script on every scene?

    – Chik3k3r
    Jan 1 at 15:34



















  • Do you have a new instance of this script on every scene?

    – Chik3k3r
    Jan 1 at 15:34

















Do you have a new instance of this script on every scene?

– Chik3k3r
Jan 1 at 15:34





Do you have a new instance of this script on every scene?

– Chik3k3r
Jan 1 at 15:34












1 Answer
1






active

oldest

votes


















0














There are a few options





  1. Make the musicVolume a static so the value is "shared" between all instances of that class.



    private static float musicVolume = 1.0f;



  2. Or use DontDestroyOnLoad to use allways the same component in all Scenes.



    private void Awake ()
    {
    DontDestroyOnLoad(gameObject);
    }


    but than make sure you have that object with this component only included once in the first Scene so you don't have multiple objects later.




  3. you could use a ScriptableObject for this kind of settings. This is more powerful and flexible and "orthodox" than using a static value.



    It is a bit more complicated to get into this but it is worth it. Here is a tutorial.



    [CreateAssetMenu(fileName = "New SettingsAsset", menuName = "Example/SettingsAsset"]
    public class SettingsAsset : ScriptableObject
    {
    public float musicVolume = 1.0f;
    }


    create one SetttingsAsset by right click in the ProjectView (Assets) and in the menu find Example -> SettingsAsset



    and than reference these settings in all Scenes and components wherever needed. In this case e.g.



    // Reference in the inspector
    public SettingsAsset settings;

    // ...

    // Though I doubt you would need to do this in Update
    // If you only change the settings from within a separate settings scene
    // you probably should do this only once
    private void Update()
    {
    audioSrc.volume = settings.musicVolume;
    }







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    1 Answer
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    1 Answer
    1






    active

    oldest

    votes









    active

    oldest

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    active

    oldest

    votes









    0














    There are a few options





    1. Make the musicVolume a static so the value is "shared" between all instances of that class.



      private static float musicVolume = 1.0f;



    2. Or use DontDestroyOnLoad to use allways the same component in all Scenes.



      private void Awake ()
      {
      DontDestroyOnLoad(gameObject);
      }


      but than make sure you have that object with this component only included once in the first Scene so you don't have multiple objects later.




    3. you could use a ScriptableObject for this kind of settings. This is more powerful and flexible and "orthodox" than using a static value.



      It is a bit more complicated to get into this but it is worth it. Here is a tutorial.



      [CreateAssetMenu(fileName = "New SettingsAsset", menuName = "Example/SettingsAsset"]
      public class SettingsAsset : ScriptableObject
      {
      public float musicVolume = 1.0f;
      }


      create one SetttingsAsset by right click in the ProjectView (Assets) and in the menu find Example -> SettingsAsset



      and than reference these settings in all Scenes and components wherever needed. In this case e.g.



      // Reference in the inspector
      public SettingsAsset settings;

      // ...

      // Though I doubt you would need to do this in Update
      // If you only change the settings from within a separate settings scene
      // you probably should do this only once
      private void Update()
      {
      audioSrc.volume = settings.musicVolume;
      }







    share|improve this answer






























      0














      There are a few options





      1. Make the musicVolume a static so the value is "shared" between all instances of that class.



        private static float musicVolume = 1.0f;



      2. Or use DontDestroyOnLoad to use allways the same component in all Scenes.



        private void Awake ()
        {
        DontDestroyOnLoad(gameObject);
        }


        but than make sure you have that object with this component only included once in the first Scene so you don't have multiple objects later.




      3. you could use a ScriptableObject for this kind of settings. This is more powerful and flexible and "orthodox" than using a static value.



        It is a bit more complicated to get into this but it is worth it. Here is a tutorial.



        [CreateAssetMenu(fileName = "New SettingsAsset", menuName = "Example/SettingsAsset"]
        public class SettingsAsset : ScriptableObject
        {
        public float musicVolume = 1.0f;
        }


        create one SetttingsAsset by right click in the ProjectView (Assets) and in the menu find Example -> SettingsAsset



        and than reference these settings in all Scenes and components wherever needed. In this case e.g.



        // Reference in the inspector
        public SettingsAsset settings;

        // ...

        // Though I doubt you would need to do this in Update
        // If you only change the settings from within a separate settings scene
        // you probably should do this only once
        private void Update()
        {
        audioSrc.volume = settings.musicVolume;
        }







      share|improve this answer




























        0












        0








        0







        There are a few options





        1. Make the musicVolume a static so the value is "shared" between all instances of that class.



          private static float musicVolume = 1.0f;



        2. Or use DontDestroyOnLoad to use allways the same component in all Scenes.



          private void Awake ()
          {
          DontDestroyOnLoad(gameObject);
          }


          but than make sure you have that object with this component only included once in the first Scene so you don't have multiple objects later.




        3. you could use a ScriptableObject for this kind of settings. This is more powerful and flexible and "orthodox" than using a static value.



          It is a bit more complicated to get into this but it is worth it. Here is a tutorial.



          [CreateAssetMenu(fileName = "New SettingsAsset", menuName = "Example/SettingsAsset"]
          public class SettingsAsset : ScriptableObject
          {
          public float musicVolume = 1.0f;
          }


          create one SetttingsAsset by right click in the ProjectView (Assets) and in the menu find Example -> SettingsAsset



          and than reference these settings in all Scenes and components wherever needed. In this case e.g.



          // Reference in the inspector
          public SettingsAsset settings;

          // ...

          // Though I doubt you would need to do this in Update
          // If you only change the settings from within a separate settings scene
          // you probably should do this only once
          private void Update()
          {
          audioSrc.volume = settings.musicVolume;
          }







        share|improve this answer















        There are a few options





        1. Make the musicVolume a static so the value is "shared" between all instances of that class.



          private static float musicVolume = 1.0f;



        2. Or use DontDestroyOnLoad to use allways the same component in all Scenes.



          private void Awake ()
          {
          DontDestroyOnLoad(gameObject);
          }


          but than make sure you have that object with this component only included once in the first Scene so you don't have multiple objects later.




        3. you could use a ScriptableObject for this kind of settings. This is more powerful and flexible and "orthodox" than using a static value.



          It is a bit more complicated to get into this but it is worth it. Here is a tutorial.



          [CreateAssetMenu(fileName = "New SettingsAsset", menuName = "Example/SettingsAsset"]
          public class SettingsAsset : ScriptableObject
          {
          public float musicVolume = 1.0f;
          }


          create one SetttingsAsset by right click in the ProjectView (Assets) and in the menu find Example -> SettingsAsset



          and than reference these settings in all Scenes and components wherever needed. In this case e.g.



          // Reference in the inspector
          public SettingsAsset settings;

          // ...

          // Though I doubt you would need to do this in Update
          // If you only change the settings from within a separate settings scene
          // you probably should do this only once
          private void Update()
          {
          audioSrc.volume = settings.musicVolume;
          }








        share|improve this answer














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        share|improve this answer








        edited Jan 2 at 7:48

























        answered Jan 1 at 20:40









        derHugoderHugo

        8,41631535




        8,41631535
































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