/// <summary> /// Initializes the audio manager /// </summary> /// <param name="soundSource">audio source</param> public static void Initialize(GameAudioSource source) { initialized = true; gameAudioSource = source; // Load resources, using filenames in AudioClipNames enum foreach (AudioClipName clip in AudioClipName.GetValues(typeof(AudioClipName))) { if (!clip.ToString().StartsWith("Music_")) { soundClips.Add(clip, Resources.Load <AudioClip>(@"Audio\Sound\" + clip.ToString())); //Debug.Log("Loaded: " + clip.ToString()); } else { // Most music clips include a starter (intro) clip and a looped clip musicStartClips.Add(clip, Resources.Load <AudioClip>(@"Audio\Music\" + clip.ToString() + "_start")); //Debug.Log("Loaded: " + clip.ToString() + "_start"); musicLoopClips.Add(clip, Resources.Load <AudioClip>(@"Audio\Music\" + clip.ToString() + "_loop")); //Debug.Log("Loaded: " + clip.ToString() + "_loop"); } } // Load Player Volume Preferences if (PlayerPrefs.HasKey(PlayerPrefsKeys.SoundVolume.ToString())) { soundVolume = PlayerPrefs.GetFloat(PlayerPrefsKeys.SoundVolume.ToString()); } if (PlayerPrefs.HasKey(PlayerPrefsKeys.MusicVolume.ToString())) { musicVolume = PlayerPrefs.GetFloat(PlayerPrefsKeys.MusicVolume.ToString()); } gameAudioSource.SetSoundVolume(soundVolume); gameAudioSource.SetMusicVolume(musicVolume); }
public static void SetMusicVolume(float percent) { percent = percent == 0.001f ? 0f : percent; musicVolume = percent; gameAudioSource.SetMusicVolume(percent); }