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Question by retxab · Dec 02, 2017 at 06:46 AM · videoaudiosourcescriptingproblem

Updating AudioSource settings while game is running through script.

I have a Game Object with a script that is playing a video. This is happening through a video player and outputting the audio to another Game Object's Audio Source. I am trying to program a button that will toggle muting the audio from the video. This works fine if I just output the audio through the same Game Object that is playing the video. However, when I output the Audio Source to a separate game object the Audio never changes. The Audio Source shows its mute value changing, but this has no effect on the audio in the game.

Here is the code for the Game Object that plays the video.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Video;
 
 public class videoScript: MonoBehaviour {
     public GameObject plane;
 
     public VideoClip videoToPlay;
     public AudioSource audioSource;
 
     private VideoPlayer videoPlayer;
     private VideoSource videoSource;
 
     private bool isMuted = false;
 
     void Start() {
         //adds videoplayer to the gameObject
         videoPlayer = gameObject.AddComponent<VideoPlayer>();
 
         //adds audioSource to the gameObject
         //audioSource = gameObject.AddComponent<AudioSource>();
 
         //Starts the audio, and video, but mutes the audio.
         videoPlayer.playOnAwake = true;
         audioSource.playOnAwake = true;
         audioSource.mute = isMuted;
 
         //Sets audio output to go to an Audio Source
         videoPlayer.audioOutputMode = VideoAudioOutputMode.AudioSource;
 
         //Assign the Audio from Video to AudioSource to be played
         videoPlayer.EnableAudioTrack(0, true);
         videoPlayer.SetTargetAudioSource(0, audioSource);
 
         //sets the video to loop when the end is reached
         videoPlayer.isLooping = true;
 
         //Set video To Play then prepare Audio to prevent Buffering
         videoPlayer.clip = videoToPlay;
         videoPlayer.Prepare();
 
         //Wait until video is prepared
         float startTime = Time.deltaTime;
         while (!videoPlayer.isPrepared) {
             startTime = startTime + Time.deltaTime;
             Debug.Log("Preparing Video");
             //Break out of the while loop after 5 seconds wait
             if (startTime >= 5) {
                 break;
             }
         }
         Debug.Log("Done Preparing Video");
 
         //Assign the Texture from Video to the plane to be displayed
         plane.GetComponent<Renderer>().material.SetTexture("_MainTex", videoPlayer.texture);
 
         //Play Video
         videoPlayer.Play();
 
         //Play Sound
         audioSource.Play();
 
         Debug.Log("Playing Video");
         /*while (videoPlayer.isPlaying) {
             Debug.LogWarning("Video Time: " + Mathf.FloorToInt((float)videoPlayer.time));
         }*/
         Debug.Log("Done Playing Video");
     }
 
     void Update() {
         audioSource.clip = videoPlayer.GetTargetAudioSource(0).clip;
 
         audioSource.mute = isMuted;
     }
 
     public void muteVideo() {
         isMuted = !isMuted;
     }
 }

Here is the code for the mute button

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class muteButtonScript : MonoBehaviour {
     public GameObject videoObject;
 
     private void OnMouseDown() {
         Debug.Log("The mute button has been pressed");
     }
 
     private void muteVideo() {
             videoObject.GetComponent<TvScript>().muteVideo();
     }
 }
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