private void SetVolumeSliders() { if (PlayerPrefs.HasKey("master_volume")) { masterVolume.value = PlayerPrefsManager.GetMasterVolume(); } else { masterVolume.value = 0f; } if (PlayerPrefs.HasKey("music_volume")) { musicVolume.value = PlayerPrefsManager.GetMusicVolume(); } else { musicVolume.value = -20f; } if (PlayerPrefs.HasKey("sfx_volume")) { sfxVolume.value = PlayerPrefsManager.GetSFXVolume(); } else { sfxVolume.value = -20f; } }
public void MMUpdateSound() { PlayerPrefs.Save(); //GameObject.FindGameObjectWithTag ("GameController").GetComponent<AudioSource> ().volume = PlayerPrefsManager.GetMasterVolume () * PlayerPrefsManager.GetMusicVolume (); //GameObject.Find ("WavesSounds").GetComponent<AudioSource> ().volume = PlayerPrefsManager.GetMasterVolume () * PlayerPrefsManager.GetAmbienceVolume (); //GameObject.Find ("FireCrackleSounds").GetComponent<AudioSource> ().volume = PlayerPrefsManager.GetMasterVolume () * PlayerPrefsManager.GetSoundEffectVolume (); //GameObject.Find ("Misc Sounds").GetComponent<AudioSource> ().volume = PlayerPrefsManager.GetMasterVolume () * PlayerPrefsManager.GetSoundEffectVolume (); Component[] list = UIaudio.GetComponentsInChildren <AudioSource> (); foreach (AudioSource source in list) { source.volume = PlayerPrefsManager.GetMasterVolume() * PlayerPrefsManager.GetSoundEffectVolume(); } foreach (AudioSource source in SEaudioList) { source.volume = PlayerPrefsManager.GetMasterVolume() * PlayerPrefsManager.GetSoundEffectVolume(); } foreach (AudioSource source in AMBaudioList) { source.volume = PlayerPrefsManager.GetMasterVolume() * PlayerPrefsManager.GetAmbienceVolume(); } foreach (AudioSource source in MUSaudioList) { source.volume = PlayerPrefsManager.GetMasterVolume() * PlayerPrefsManager.GetMusicVolume(); } }
// Use this for initialization void Start() { musicManager = GameObject.FindObjectOfType <MusicManager> (); markActionsOnCards = markActionOnCardsToggle.isOn; // Load the settings values from the PlayerPrefsManager.cs musicVolumeSlider.value = PlayerPrefsManager.GetMusicVolume(); effectsVolumeSlider.value = PlayerPrefsManager.GetEffectsVolume(); animationSpeedSlider.value = PlayerPrefsManager.GetAnimationSpeed(); AILevel = PlayerPrefsManager.GetAILevel(); Toggle[] toggleList = AILevelToggleGroup.GetComponentsInChildren <Toggle> (); for (int toggleNum = 0; toggleNum < toggleList.GetLength(0); toggleNum++) { Toggle currentToggle = toggleList [toggleNum]; if (currentToggle.GetComponentInChildren <Text>().text.ToString() == AILevel) { toggleList[toggleNum].isOn = true; } else { toggleList[toggleNum].isOn = false; } } if (PlayerPrefsManager.GetMarkActionsOnCard() == 1) { markActionOnCardsToggle.isOn = true; } else { markActionOnCardsToggle.isOn = false; } }
// Use this for initialization void Start() { musicManager = GameObject.FindObjectOfType <MusicManager>(); volumeSlider.value = PlayerPrefsManager.GetMasterVolume(); musicVolumeSlider.value = PlayerPrefsManager.GetMusicVolume(); }
void Awake() { // source = GetComponent<AudioSource> (); source = GameObject.FindObjectOfType <AudioSource> (); controlSound = new AudioListener(); switch (gameObject.name.Substring(0, 3)) { case "SFX": volTypeKey = "SFX Volume"; source.volume = PlayerPrefsManager.GetSfxVolume(); if (PlayerPrefs.HasKey(volTypeKey)) { slider.value = PlayerPrefsManager.GetSfxVolume(); } else { slider.value = .5f; } break; case "Mus": volTypeKey = "Music Volume"; source.volume = PlayerPrefsManager.GetSfxVolume(); if (PlayerPrefs.HasKey(volTypeKey)) { slider.value = PlayerPrefsManager.GetMusicVolume(); } else { slider.value = .5f; } break; } }
// Use this for initialization void Start() { musicPlayer = GameObject.FindWithTag("MusicPlayer").GetComponent <MusicPlayer>(); MusicSlider.value = PlayerPrefsManager.GetMusicVolume(); SfxSlider.value = PlayerPrefsManager.GetSfxVolume(); lvlControl = GameObject.FindWithTag("LevelSelector").GetComponent <LevelControl>(); }
private void SetPrefsVolume() { if (PlayerPrefs.HasKey("master_volume")) { audioMixer.SetFloat("MasterVolume", PlayerPrefsManager.GetMasterVolume()); } else { audioMixer.SetFloat("MasterVolume", 0f); } if (PlayerPrefs.HasKey("music_volume")) { audioMixer.SetFloat("MusicVolume", PlayerPrefsManager.GetMusicVolume()); } else { audioMixer.SetFloat("MusicVolume", -20f); } if (PlayerPrefs.HasKey("sfx_volume")) { audioMixer.SetFloat("SFXVolume", PlayerPrefsManager.GetSFXVolume()); } else { audioMixer.SetFloat("SFXVolume", -20f); } }
private void Start() { SetupSFX(); SetMusicVolume(PlayerPrefsManager.GetMusicVolume()); SetSFXVolume(PlayerPrefsManager.GetSFXVolume()); }
void Start() { musicPlayer = GameObject.FindObjectOfType <MusicPlayer>(); masterVolumeSlider.value = PlayerPrefsManager.GetMasterVolume(); musicVolumeSlider.value = PlayerPrefsManager.GetMusicVolume(); //difficultySlider.value = PlayerPrefsManager.GetDifficulty(); }
public void DefaultOptions() { musicPlayer.volume = PlayerPrefsManager.GetMusicVolume(); soundPlayer.volume = PlayerPrefsManager.GetSoundVolume(); musicPlayerVolume.value = PlayerPrefsManager.GetMusicVolume(); soundPlayerVolume.value = PlayerPrefsManager.GetSoundVolume(); }
void Start() { musicManager = FindObjectOfType <MusicManager>(); sfxManager = FindObjectOfType <SFXManager>(); MusicVolumerSlider.value = PlayerPrefsManager.GetMusicVolume(); SfxVolumeSlider.value = PlayerPrefsManager.GetSFXVolume(); }
private void Start() { animator = GetComponent <Animator>(); musicSlider.value = PlayerPrefsManager.GetMusicVolume(); sfxSlider.value = PlayerPrefsManager.GetSFXVolume(); UpdateHighScoreDisplay(); }
private void Awake() { musicSlider = GameObject.Find("MusicSlider").GetComponent <Slider>(); sfxSlider = GameObject.Find("SFXSlider").GetComponent <Slider>(); musicSlider.value = PlayerPrefsManager.GetMusicVolume(); sfxSlider.value = PlayerPrefsManager.GetSFXVolume(); }
void Start() { // Keep playing music after switching between scenes DontDestroyOnLoad(this); audioSource = GetComponent <AudioSource>(); // Get stored music volume from player preferences audioSource.volume = PlayerPrefsManager.GetMusicVolume(); }
private void Start() { audioSource = GetComponent <AudioSource>(); audioSource.volume = PlayerPrefsManager.GetMusicVolume(); audioSource.clip = levelMusicChangeArray[0]; audioSource.loop = true; audioSource.Play(); }
/// <summary> /// Sets up the audio source, music volume and track index for the game scene. /// </summary> private void SetupMusic() { if (music == null) { music = GetComponent <AudioSource>(); } music.volume = PlayerPrefsManager.GetMusicVolume(); levelMusicIndexes[2] = PlayerPrefsManager.GetGameTrackIndex(); }
void Start() { musicVolume = PlayerPrefsManager.GetMusicVolume(); SFXVolume = PlayerPrefsManager.GetSFXVolume(); autoRetry = PlayerPrefsManager.GetAutoRetry() == 0 ? false : true; showRestartButton = PlayerPrefsManager.GetRestartButton() == 0 ? false : true; showGameProgress = PlayerPrefsManager.GetGameProgress() == 0 ? false : true; GetSkinInfo(); }
void Start() { musicManager = FindObjectOfType <MusicManager>(); musicVolume.value = PlayerPrefsManager.GetMusicVolume(); soundsController = FindObjectOfType <SoundsController>(); engineSoundController = FindObjectOfType <EngineSoundController>(); timerController = FindObjectOfType <TimerController>(); sfxVolume.value = PlayerPrefsManager.GetSfxVolume(); }
// Update is called once per frame void Update() { //debug , remove after done debugging //PlayerPrefsManager.SetMasterVolume (defaultMasterVolume); //PlayerPrefsManager.SetMusicVolume (defaultMusicVolume); //PlayerPrefsManager.SetSoundEffectVolume (defaultSXVolume); cameraAudio.volume = PlayerPrefsManager.GetMasterVolume() * PlayerPrefsManager.GetMusicVolume() * musicVolume; ambienceAudio.volume = PlayerPrefsManager.GetMasterVolume() * PlayerPrefsManager.GetAmbienceVolume(); playerAudio.volume = PlayerPrefsManager.GetMasterVolume() * PlayerPrefsManager.GetSoundEffectVolume(); }
void Start() { musicAudio.enabled = PlayerPrefsManager.GetMusicToggle(); musicAudio.volume = PlayerPrefsManager.GetMusicVolume(); ambienceAudio.enabled = PlayerPrefsManager.GetAmbienceToggle(); ambienceAudio.volume = PlayerPrefsManager.GetAmbienceVolume(); PlayLevelMusic(0); PlayLevelAmbience(0); }
// Use this for initialization void Start() { audioSources[0].ignoreListenerVolume = true; audioSources[1].ignoreListenerVolume = true; if (PlayerPrefsManager.GetFirstPlay() == 0) { PlayerPrefsManager.SetMasterVolume(0.7f); PlayerPrefsManager.SetMusicVolume(0.3f); PlayerPrefsManager.SetFirstPlay(); } ChangeVolume(PlayerPrefsManager.GetMasterVolume()); ChangeMusicVolume(PlayerPrefsManager.GetMusicVolume()); }
//fade out and play victory or defeat music. IEnumerator FadeoutAndPlayResult(int index) { while (audioSource.volume > 0) { audioSource.volume -= MusicFadeSpeed; yield return(null); } audioSource.Stop(); audioSource.clip = AudioClips[index]; audioSource.loop = false; audioSource.volume = PlayerPrefsManager.GetMusicVolume(); audioSource.Play(); }
// Use this for initialization void Start() { musicManager = MusicManager.Instance; if (musicDropdown != null) { musicDropdown.value = PlayerPrefsManager.GetGameTrackIndex(); musicDropdown.RefreshShownValue(); } volumeSlider.value = PlayerPrefsManager.GetMusicVolume(); xSensitivitySlider.value = PlayerPrefsManager.GetXSensitivity(); ySensitivitySlider.value = PlayerPrefsManager.GetYSensitivity(); }
//this is best to implement the Singleton pattern for MusicPlayer instance private void Awake() { if (_instance != null) { Destroy(gameObject); } else { _instance = this; DontDestroyOnLoad(gameObject); _instance.GetComponent <AudioSource>().volume = PlayerPrefsManager.GetMusicVolume(); } }
public void SwitchMute() { if (!isMuted) { ChangeMusicVolume(0f); ChangeVolume(0f); isMuted = true; } else if (isMuted) { ChangeMusicVolume(PlayerPrefsManager.GetMusicVolume()); ChangeVolume(PlayerPrefsManager.GetMasterVolume()); isMuted = false; } }
// Use this for initialization void Start() { musicManager = GameObject.FindObjectOfType <MusicManager> (); if (musicManager) { if (PlayerPrefs.HasKey("master_volume")) { float volume = PlayerPrefsManager.GetMusicVolume(); musicManager.SetMusicVolume(volume); } else { musicManager.SetMusicVolume(0.8f); } } }
private void Start() { eliminationsSlider.value = PlayerPrefsManager.GetEliminations(); powerupToggle.isOn = PlayerPrefsManager.GetPowerupOO() ? true : false; if (powerupToggle.isOn) { frequencySlider.gameObject.SetActive(true); frequencySlider.value = PlayerPrefsManager.GetPowerupFrequency(); } else { frequencySlider.gameObject.SetActive(false); } musicVolumeSlider.value = PlayerPrefsManager.GetMusicVolume(); effectsVolumeSlider.value = PlayerPrefsManager.GetEffectsVolume(); }
//method to fade music in or out. IEnumerator FadeMusic(bool turnUp) { if (turnUp) { while (audioSource.volume < PlayerPrefsManager.GetMusicVolume()) { audioSource.volume += MusicFadeSpeed; yield return(null); } } else { while (audioSource.volume > 0) { audioSource.volume -= MusicFadeSpeed; yield return(null); } } }
private void OnLevelWasLoaded(int level) { if (levelMusicChangeArray.Length != 0) { AudioClip thisLevelMusic = levelMusicChangeArray[level]; if (level < 2) { // If the current playing clip is the clip that has to be played at the first real scene in the build settings (Home) if (audioSource.clip != levelMusicChangeArray[0]) { audioSource.volume = PlayerPrefsManager.GetMusicVolume(); audioSource.clip = levelMusicChangeArray[0]; audioSource.loop = true; audioSource.Play(); } } else if (level > 2 && level < 19) { // Normal ingame music has to be played here // If the current playing clip is the clip that has to be played at the first real scene in the build settings (Home) if (audioSource.clip != levelMusicChangeArray[3]) { audioSource.volume = PlayerPrefsManager.GetMusicVolume(); audioSource.clip = levelMusicChangeArray[3]; audioSource.loop = true; audioSource.Play(); } } else if (thisLevelMusic) { audioSource.volume = PlayerPrefsManager.GetMusicVolume(); audioSource.clip = thisLevelMusic; audioSource.loop = true; audioSource.Play(); } } else { // Array is empty, so no music has to be played here } }
private void Start() { musicManager = GameObject.FindObjectOfType <MusicManager>(); soundFXManager = GameObject.FindObjectOfType <SoundFXManager>(); motionBlur = camera.GetComponent <MotionBlur>(); depthOfField = camera.GetComponent <DepthOfField>(); SSAO = camera.GetComponent <ScreenSpaceAmbientOcclusion>(); noiseAndGrain = camera.GetComponent <NoiseAndGrain>(); bloom = camera.GetComponent <Bloom>(); antiAliasing = camera.GetComponent <Antialiasing>(); fpsCap = GameObject.FindObjectOfType <FPS_Cap>(); musicScrollbar.value = PlayerPrefsManager.GetMusicVolume(); soundFXScrollbar.value = PlayerPrefsManager.GetSoundFXVolume(); motionBlurScrollbar.value = PlayerPrefsManager.GetMotionBlur(); depthOfFieldScrollbar.value = PlayerPrefsManager.GetDepthOfField(); SSAOScrollbar.value = PlayerPrefsManager.GetSSAO(); noiseAndGrainToggle.isOn = PlayerPrefsManager.GetNoiseAndGrain(); bloomToggle.isOn = PlayerPrefsManager.GetBloom(); antiAliasingDropdown.value = PlayerPrefsManager.GetAntiAliasing(); targetFrameRateDropdown.value = PlayerPrefsManager.GetTargetFramerate(); }