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Question by siddharth3322 · Jun 04, 2018 at 01:12 PM · gameobjectaudiosourcescenesmusicdontdestroyonload

Continuous AudioSource in DontDestroyOnLoad

My game contains multiple scenes and I want play continuous game music between multiple scenes.

For this purpose, I have written code like this:

 public static SoundManager Instance { get { return instance; } }
 
     public AudioClip[] levelClips;
     public AudioSource bgMusicAS;
 
     //
     private static SoundManager instance;
     private bool isSoundEnable;
 
     private void Awake ()
     {
         if (SoundManager.Instance != null) {
             Destroy (gameObject);
             return;
         }
 
         DontDestroyOnLoad (gameObject);
         instance = this;
         isSoundEnable = DataStorage.RetrieveSoundStatus ();
     }

At main menu of game, above code script get executed and Don'tDestroyOnLoad AudioSource gameobject get created. But when I move ahead into game play scene, game music started from first, now from where we left in main menu scene.

I want this to be continuous between all scenes of game. Please give me some suggestion for this.

EDIT:

This is the way how I play and pause background music.

 public void PlayLevelMusic (int musicId)
     {
         if (!isSoundEnable)
             return;
 
         bgMusicAS.clip = levelClips [musicId];
         bgMusicAS.Play ();
     }
 
     public void StopLevelMusic ()
     {
         bgMusicAS.Pause ();
     }

At new scene start, automatically background music get started from first in all scenes I have.

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avatar image Harinezumi · Jun 04, 2018 at 02:35 PM 0
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The code in general seems to be correct (UPDATE: and I've just tested it, it works). How do you play the AudioClips? Could it be that you unintentionally start playing from the beginning when you load a new scene?

avatar image siddharth3322 Harinezumi · Jun 04, 2018 at 03:00 PM 0
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@Harinezumi I have updated my question with more details...

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Answer by Harinezumi · Jun 04, 2018 at 03:14 PM

The problem is that AudioSource.Play() resets the progress of the AudioClip. When you call PlayLevelMusic() check that the selected clip is different from the currently played clip, and only change and start playing if they are. Like this:

     if (bgMusicAS.clip != levelClips[musicId]) {
         bgMusicAS.clip = levelClips[musicId];
         bgMusicAS.Play();
     }
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avatar image siddharth3322 · Jun 04, 2018 at 04:04 PM 0
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Last 1 week problem get solved, thank you for your quick help :)

avatar image Harinezumi siddharth3322 · Jun 04, 2018 at 08:51 PM 0
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I'm glad I could help! :)

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