in-Game Sound Settings: AudioMixer Problem with Singleton UI
Hey Guys,
I wrote a little drag-n-drop UI package for Unity that is available for anyone's use here: https://github.com/lucasrumney94/UnityUITemplate
I am trying to add actual functionality to the Options menu. I only want the Music Volume and Sound Effects Volume to work right now.
I wrote a script to take a slider value and assign it to an exposed AudioMixer variable, and I am getting a very strange response from Unity. The script itself is attached to the slider, in an instantiation of my UI Prefab (which is a Singleton). I haven't found a way to directly get a reference to my Master AudioMixer using only script, so I have to make it a public variable and associate it in the inspector.
My problem is as follows: If I launch my main game scene, the Master mixer association through the inspector is correct, and I can control the sound effect volume with the in-game options menu.
BUT
If I launch my game from the mainMenu scene, and then hit play (preserving this Instance of my UI Singleton), then the volume control does not work. I think that it is still associated with an old Master mixer from the last scene?
I really have no idea how to progress from here, and I would love any input from anyone that's built an substantial audio systems in Unity. If I am doing this incorrectly, or there is an easier way, or if I can reestablish the connection between the UI slider and the Master mixer I have upon every scene load, please let me know!
The full project (Open Source and mostly Creative Commons) can be found here: https://github.com/lucasrumney94/SoundEscape
The scripts relevant to this discussion are the slider script (same script, different project. I haven't committed this script to SoundEscape yet because I am stuck. I will do that now though): https://github.com/htw6174/LaborJam/blob/master/LaborJam/Assets/Scripts/sliderToMixerLevel.cs
I've been trying to answer what I can on here to give back to the community. Thank You in advance!
-Lucas
~~Update~~ I have pushed the latest changes to the SoundEscape GitHub page, so if you want to see the problem in action, it is now possible.
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