how to make the a UI slider to control Music
Hello Everyone, I am making a music player in unity, i am stuck on a problem....I need to create a Ui slider to control the music track to make it go forward and backward in the same music can anyone please help
Answer by sumit47 · Jan 15, 2018 at 11:40 AM
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;
public class SongStatus : MonoBehaviour { public AudioSource animationAudio; public Slider slider; bool isPlaying;
 void Start()
 {
     animationAudio.Play();
     isPlaying = true;
 }
 void Update()
 {
     if (isPlaying)
     {
         slider.value = animationAudio.time / animationAudio.clip.length;
     }
     print((int)animationAudio.time);
 }
 public void SliderDown()
 {
     animationAudio.Pause();
     isPlaying = false;
 }
 public void SliderUp()
 {
     if (slider.value * 100 <= animationAudio.clip.length)
     {
         if (!animationAudio.isPlaying && !isPlaying)
         {
             animationAudio.time = Mathf.Clamp(slider.value * animationAudio.clip.length, 0f, animationAudio.clip.length);
             animationAudio.UnPause();
             isPlaying = true;
         }
     }
     else
     {
         animationAudio.Stop();
         slider.value = animationAudio.time;
     }
 }
 
               }
it may have some errors but atleast you will get an idea from it @murtuu_7723
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;
public class SongStatus : $$anonymous$$onoBehaviour { public AudioSource animationAudio; public Slider slider; bool isPlaying;
 void Start()
 {
     animationAudio.Play();
     isPlaying = true;
     slider.maxValue = animationAudio.clip.length;
 }
 void Update()
 {
     
     if (slider.value > (int)animationAudio.clip.length)
     {
         isPlaying = false;
         print("isPlaying = false");
         animationAudio.time = 0;
         slider.value = 0;
     }
     if (isPlaying && slider.value < (int)animationAudio.clip.length)
     {
         slider.value = animationAudio.time;
         print("end2");
     }
 }
 public void SliderDown()
 {
     animationAudio.Pause();
     isPlaying = false;
 }
 public void SliderUp()
 {
     if (slider.value < animationAudio.clip.length)
     {
         if (!animationAudio.isPlaying && !isPlaying)
         {
             animationAudio.time = $$anonymous$$athf.Clamp(slider.value, 0f, animationAudio.clip.length);
             animationAudio.UnPause();
             isPlaying = true;
         }
         else
         {
             print("Stop1");
             animationAudio.Stop();
             isPlaying = false;
             animationAudio.time = 0;
         }
     }
     else
     {
         print("Stop");
         animationAudio.Stop();
         animationAudio.time = 0;
         isPlaying = false;
     }
 }
 
                  }
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