public void SetVolume(float volumePercent, AudioChannel channel) { AudioSetting audioSetting = GameDataManager.instance.gameData.optionData.audioSetting; if (channel == AudioChannel.Master) { masterVolumePercent = volumePercent; audioSetting.masterVolumePercent = masterVolumePercent; } else if (channel == AudioChannel.Music) { musicVolumePercent = volumePercent; audioSetting.musicVolumePercent = musicVolumePercent; } else if (channel == AudioChannel.Sfx) { sfxVolumePercent = volumePercent; audioSetting.sfxVolumePercent = sfxVolumePercent; } musicSources[0].volume = musicVolumePercent * masterVolumePercent; musicSources[1].volume = musicVolumePercent * masterVolumePercent; audioSetting.Save(); }
public void SetVolume(float volumePercent, AudioChannel channel) { switch (channel) { case AudioChannel.Master: masterVolumePercent = volumePercent; break; case AudioChannel.Sfx: sfxVolumePercent = volumePercent; break; case AudioChannel.Music: musicVolumePercent = volumePercent; break; } musicSources[0].volume = musicVolumePercent * masterVolumePercent; musicSources[1].volume = musicVolumePercent * masterVolumePercent; AudioSetting audioSetting = GameDataManager.instance.gameData.optionData.audioSetting; audioSetting.masterVolumePercent = masterVolumePercent; audioSetting.musicVolumePercent = musicVolumePercent; audioSetting.sfxVolumePercent = sfxVolumePercent; audioSetting.Save(); }
public void SetVolume(float volumePercent, AudioChannel channel) { AudioSetting audioSetting = SaveDataManager.Instance.SaveData.OptionData.AudioSetting; if (channel == AudioChannel.Master) { MasterVolumePercent = volumePercent; audioSetting.MasterVolumePercent = MasterVolumePercent; } else if (channel == AudioChannel.Music) { MusicVolumePercent = volumePercent; audioSetting.MusicVolumePercent = MusicVolumePercent; } else if (channel == AudioChannel.Sfx) { SfxVolumePercent = volumePercent; audioSetting.SfxVolumePercent = SfxVolumePercent; } musicSources[0].volume = MusicVolumePercent * MasterVolumePercent; musicSources[1].volume = MusicVolumePercent * MasterVolumePercent; audioSetting.Save(); }
public void Save() { audioSetting.Save(); }