Ive made a slider that adjust the games volume in the main menu but the music reverts to normal when the...
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
add a comment |
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
Do you have a new instance of this script on every scene?
– Chik3k3r
Jan 1 at 15:34
add a comment |
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
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
c# unity3d
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
add a comment |
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
add a comment |
1 Answer
1
active
oldest
votes
There are a few options
Make the
musicVolume
astatic
so the value is "shared" between all instances of that class.
private static float musicVolume = 1.0f;
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.
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 findExample
->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;
}
add a comment |
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
There are a few options
Make the
musicVolume
astatic
so the value is "shared" between all instances of that class.
private static float musicVolume = 1.0f;
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.
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 findExample
->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;
}
add a comment |
There are a few options
Make the
musicVolume
astatic
so the value is "shared" between all instances of that class.
private static float musicVolume = 1.0f;
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.
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 findExample
->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;
}
add a comment |
There are a few options
Make the
musicVolume
astatic
so the value is "shared" between all instances of that class.
private static float musicVolume = 1.0f;
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.
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 findExample
->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;
}
There are a few options
Make the
musicVolume
astatic
so the value is "shared" between all instances of that class.
private static float musicVolume = 1.0f;
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.
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 findExample
->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;
}
edited Jan 2 at 7:48
answered Jan 1 at 20:40
derHugoderHugo
8,41631535
8,41631535
add a comment |
add a comment |
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Do you have a new instance of this script on every scene?
– Chik3k3r
Jan 1 at 15:34