public static AudioData LoadAudio() { AudioData _data = new AudioData(); #if UNITY_WEBPLAYER if (PlayerPrefs.HasKey(_audioHash + 0)) { _data.SFXVol = PlayerPrefs.GetFloat(_audioHash + 0); _data.MusicVol = PlayerPrefs.GetFloat(_audioHash + 1); } else { SaveManager.SaveAudio(1f, 1f); } return(_data); #else if (File.Exists(_audioDataPath)) { BinaryFormatter _bf = new BinaryFormatter(); FileStream _file = File.Open(_audioDataPath, FileMode.Open); _data = (AudioData)_bf.Deserialize(_file); _file.Close(); return(_data); } else { AudioData _newData = new AudioData(); SaveManager.SaveAudio(1f, 1f); return(_newData); } #endif }
/// <summary> /// Loads the audio data for this game /// </summary> /// <returns>The audio settings saved to disk or player prefs</returns> public static AudioData LoadAudio() { // Get a default audiodata in case none exists AudioData data = new AudioData(); #if UNITY_WEBPLAYER // If there is data related to audio, get those values if (PlayerPrefs.HasKey(audioHash + 0)) { data.SFXVol = PlayerPrefs.GetFloat(audioHash + 0); data.MusicVol = PlayerPrefs.GetFloat(audioHash + 1); data.VoiceVol = PlayerPrefs.GetFloat(audioHash + 2); } // Otherwise save the default data else { SaveManager.SaveAudio(new AudioData()); } return(data); #else // If a file exists if (File.Exists(audioDataPath)) { // Open the file and get all the data from the file to load BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(audioDataPath, FileMode.Open); data = (AudioData)bf.Deserialize(file); file.Close(); return(data); } // No file exists, so save the default data else { SaveManager.SaveAudio(data); return(data); } #endif }