public void SaveVolumeSetingsOnExit(string name) // Called in Inspector from all option menu exit buttons { PlayerPrefsManager.SetMasterVolume(masterVolume.value); PlayerPrefsManager.SetMusicVolume(musicVolume.value); PlayerPrefsManager.SetSFXVolume(sfxVolume.value); sceneController.LoadLevel(name); }
void SetSFX() { if (currentSFX != SFXMusic.value) { currentSFX = SFXMusic.value; PlayerPrefsManager.SetSFXVolume(currentSFX); } }
// Update is called once per frame void Update() { PlayerPrefsManager.SetBGMVolume(BGMSlider.value); PlayerPrefsManager.SetSFXVolume(SFXSlider.value); if (Input.GetKeyDown(KeyCode.H)) { PlayHorn(); } }
// Use this for initialization void Start() { /* Checks if the game has been played before if not * it will set the default SFX and Master Volumes */ if (PlayerPrefsManager.GetGameCheck() != 1) { PlayerPrefsManager.SetMasterVolume(0.35f); PlayerPrefsManager.SetSFXVolume(0.75f); PlayerPrefsManager.SetGameCheck(1); } }
// Update is called once per frame void Update() { musicManager.ChangeVolume(volumeSlider.value); PlayerPrefsManager.SetMasterVolume(volumeSlider.value); PlayerPrefsManager.SetSFXVolume(sfxVolumeSlider.value); if (Input.GetMouseButtonUp(0) && sfxChangeCheck != sfxVolumeSlider.value) { audioSource.volume = sfxVolumeSlider.value; audioSource.Play(); sfxChangeCheck = sfxVolumeSlider.value; } }
public void SaveAndExit() { PlayerPrefsManager.SetMusicVolume(MusicVolumerSlider.value); PlayerPrefsManager.SetSFXVolume(SfxVolumeSlider.value); if (LanguageSelector) { PlayerPrefsManager.SetLanguage(LanguageSelector.CurrentSelection.FileName); LocalizationManager.Instance.LoadLocalizedText(LanguageSelector.CurrentSelection.FileName); } gameObject.SetActive(false); }
protected override void Awake() { base.Awake(); // If no playerprefs defined. if (!PlayerPrefsManager.HasKey()) { PlayerPrefsManager.SetDefaultMusicVolume(defaultMusicVolume); PlayerPrefsManager.SetDefaultSFXVolume(defaultSFXVolume); PlayerPrefsManager.SetMusicVolume(defaultMusicVolume); PlayerPrefsManager.SetSFXVolume(defaultSFXVolume); } audioSrc = GetComponent <AudioSource>(); audioSrc.ignoreListenerVolume = true; }
// Use this for initialization void Start() { if (PlayerPrefsManager.GetMasterVolume() > 1 || PlayerPrefsManager.GetMasterVolume() < 0) { currentMain = mainMusic.value; currentSFX = SFXMusic.value; PlayerPrefsManager.SetMasterVolume(currentMain); PlayerPrefsManager.SetSFXVolume(currentSFX); } else { mainMusic.value = PlayerPrefsManager.GetMasterVolume(); currentMain = mainMusic.value; SFXMusic.value = PlayerPrefsManager.GetSFXVolume(); currentSFX = PlayerPrefsManager.GetSFXVolume(); } }
// callback for sfx volume btn public void ToggleSFXVolume() { int value; // reverse the result if (PlayerPrefsManager.GetSFXVolume() == 1) { value = 0; _musicManager.isSFXON = false; } else { value = 1; _musicManager.isSFXON = true; } PlayerPrefsManager.SetSFXVolume(value); }
private void Awake() { if (PlayerPrefsManager.GetLaunchedBefore() != 1) { PlayerPrefsManager.SetMusicVolume(0.5f); PlayerPrefsManager.SetSFXVolume(0.5f); } foreach (Sound s in sounds) { s.source = gameObject.AddComponent <AudioSource>(); s.source.clip = s.clip; s.source.volume = s.volume; s.source.pitch = s.pitch; s.source.outputAudioMixerGroup = s.channel; s.source.loop = s.loop; } }
public void SaveAndExit() { PlayerPrefsManager.SetBGMVolume(BGMSlider.value); PlayerPrefsManager.SetSFXVolume(SFXSlider.value); SceneManager.LoadScene("Menu"); }
public void SetSFXVolume(float volume) { PlayerPrefsManager.SetSFXVolume(volume); audioMixer.SetFloat("sfxVolume", Mathf.Log(volume) * 20); }
public static void SFXVolumeChanged(float volume) { Instance.SFXVolume = volume; PlayerPrefsManager.SetSFXVolume(volume); }
// Update is called once per frame void Update() { musicManager.ChangeVolume(volumeSlider.value); PlayerPrefsManager.SetMasterVolume(volumeSlider.value); PlayerPrefsManager.SetSFXVolume(sfxVolumeSlider.value); }
public void SaveAndExit() { PlayerPrefsManager.SetMusicVolume(musicSlider.value); PlayerPrefsManager.SetSFXVolume(sfxSlider.value); }