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Question by El-Deiablo · Jun 21, 2016 at 08:28 PM · audioscene-switching

Audio and Scene Switching

I have been working on this for a while now and cannot figure it out! This cannot be that difficult and I may be overlooking something very simple. When I start the game the audio plays fine and stops when I go into gameplay, but if I quit from the gameplay scene and go back to the main menu the audio does not play. Why would this be happening?

Here's my code:

 using UnityEngine;
 using System.Collections;
 using UnityEngine .SceneManagement ;
 
 public class AudioManager : MonoBehaviour {
     
     public AudioSource BGM;
     static bool AudioBegin = false;
 
     // Use this for initialization
     void Awake () {
 
 
     }
 
     void Start(){
         
         if (AudioBegin == false) {
 
             BGM.Play ();            
             DontDestroyOnLoad (gameObject);
             AudioBegin = true;
 
         }
 
         /*if (FindObjectsOfType <AudioManager > ().Length>1) {
 
             Destroy (gameObject);
 
         }*/
     }
     
     // Update is called once per frame
     void Update () {
 
         if ((SceneManager.GetActiveScene ().name == "Title Menu" && AudioBegin == false)){
             
             BGM.Play ();            
             DontDestroyOnLoad (gameObject);
             AudioBegin = true;
 
         }
     
         if ((SceneManager.GetActiveScene ().name=="Gameplay") && AudioBegin == true) {
 
             BGM.Stop ();
             DontDestroyOnLoad (gameObject);
             AudioBegin = false;
 
         }
 
         if (FindObjectsOfType <AudioManager > ().Length>1) {
 
             Destroy (gameObject);
 
         }
 
     }
         
 }
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avatar image manelizzard · Jun 23, 2016 at 09:14 AM 0
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Aren't you destroying the Audio$$anonymous$$anager in the last if of your Update function?

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Answer by eirikamb · Jun 21, 2016 at 09:30 PM

I am not the best coder, but you dont have the sam setup for the if function on both the Scenemanager.ActiveScene etc , the ) is not in the same place You could try that if that werent on purpose

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Answer by manelizzard · Jun 23, 2016 at 02:13 PM

One thing you can do is use DontDestroyOnLoad in its very simple way, and create two public functions: Play and Pause. Then, on each scene, in its Start method, find the AudioManager object and Play/Stop it as desired.

  using UnityEngine;
  using System.Collections;
  using UnityEngine .SceneManagement ;
  
  public class AudioManager : MonoBehaviour {     
      public AudioSource BGM;
  
      void Start(){
              Play();
              DontDestroyOnLoad (gameObject);
      }
 
     public void Play() {
             BGM.Play();
     }
 
     public void Stop() {
             BGM.Stop();
     }
  }

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