public static void SaveAudio(float _sfxVol, float _musicVol) { BinaryFormatter _bf = new BinaryFormatter(); FileStream _file = File.Create(_audioDataPath); AudioData _data = new AudioData(); _data.SFXVol = _sfxVol; _data.MusicVol = _musicVol; _bf.Serialize(_file, _data); _file.Close(); }
public static void SaveAudio(float _sfxVol, float _musicVol) { #if UNITY_WEBPLAYER PlayerPrefs.SetFloat(_audioHash + 0, _sfxVol); PlayerPrefs.SetFloat(_audioHash + 1, _musicVol); #else BinaryFormatter _bf = new BinaryFormatter(); FileStream _file = File.Create(_audioDataPath); AudioData _data = new AudioData(_sfxVol, _musicVol); _bf.Serialize(_file, _data); _file.Close(); #endif }
/// <summary> /// Saves the audio settings for this game /// </summary> /// <param name="data">The data to be saved</param> public static void SaveAudio(AudioData data) { #if UNITY_WEBPLAYER // Set appropriate hash values PlayerPrefs.SetFloat(audioHash + 0, data.SFXVol); PlayerPrefs.SetFloat(audioHash + 1, data.MusicVol); PlayerPrefs.SetFloat(audioHash + 2, data.VoiceVol); #else // Create a new save file BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Create(audioDataPath); bf.Serialize(file, data); file.Close(); #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 }
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 }