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Play different music depending on the current scene
Hello!
I have a music player object that has a DontDestroyOnLoad function so that the music plays throughout multiple levels. I want it so that when it gets to a certain scene it changes the music. I've tried putting an if statement in the Awake function that does it, but apparently Awake only gets called once in an object's lifetime.
How do I do this? I've tried using OnLevelWasLoaded, but that only seems to get called when I build my game.
Also, excuse me if my code is convoluted. I'm a bit of a beginner when it comes to programming in C# in Unity.
public AudioClip area1;
public AudioClip area2;
void Awake() {
DontDestroyOnLoad (this.gameObject);
if (SceneManager.GetActiveScene ().buildIndex == 9) {
AudioSource audio = GetComponent<AudioSource> ();
audio.clip = area2;
audio.Play ();
}
if (SceneManager.GetActiveScene ().buildIndex > 1 && SceneManager.GetActiveScene ().buildIndex < 7) {
AudioSource audio = GetComponent<AudioSource> ();
audio.clip = area1;
audio.Play ();
} else {
print ("nulling audio clip");
AudioSource audio = GetComponent<AudioSource> ();
audio.clip = null;
audio.Play ();
}
}
Answer by mr-gelmir · Jun 15, 2016 at 11:01 AM
OnLevelWasLoaded should be called on an object when a new scene is loaded, be sure to use the correct declaration.
void OnLevelWasLoaded(int level)
{
Debug.Log(level);
}
I tried it in one of my projects here and that seemed to work. You can also use the given integer to alternate between you audio clips, instead of getting the active scene from the SceneManager.
ps. Be aware of using DontDestroyOnLoad without checking if an instance already exists (to avoid having duplicate gameObjects)
Answer by EpiFouloux · Jun 15, 2016 at 12:49 PM
well have an array with your songs, sized of the total scenes and just do this:
AudioClip ChooseSong()
{
return musics[SceneManager.getScene().buildIndex];
}
just check out SceneManager.getScene()
and the return of this : Scene
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