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Question by JJNCreator · Jun 02, 2012 at 08:06 PM · audiomenubackgroundpausestop

Pause Menu Audio

he guys. i have a pause menu c# script and i want it to stop the audio in the background when it pauses. here's the script:

using UnityEngine; using System.Collections;

public class PauseMenu : MonoBehaviour { public GUISkin myskin;

 private Rect windowRect;
 private bool paused = false , waited = true;
 
 private void Start()
 {
     windowRect = new Rect(Screen.width / 2 - 100 , Screen.height / 2 - 100, 200, 200);
 }
 
 private void waiting()
 {
     waited = true;
 }
 
 private void Update ()
 {
     if (waited)
     if(Input.GetKey(KeyCode.P) || Input.GetKey(KeyCode.Escape))
     {
         if (paused)
             paused = false;
         else
             paused = true;
         
         waited = false;
         Invoke("waiting",0.3f);
     }
     
    if(paused)
         Time.timeScale = 0;
     else
         Time.timeScale = 1;
 }
 
 private void OnGUI()
 {
     if (paused)
         windowRect = GUI.Window(0,windowRect, windowFunc, "Game Paused");
 }
 
 private void windowFunc(int id)
 {
     if(GUILayout.Button("Resume"))
     {
         paused = false;
     }
     if(GUILayout.Button("Options"))
     {
         
     }
     if(GUILayout.Button("Return to Main Menu"))
     {
         Application.LoadLevel ("Main Menu");
     }
 }

}

Any suggestions? Thanks!

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avatar image hijinxbassist · Jun 03, 2012 at 12:25 AM 0
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Where is the audio? Just tell it to http://unity3d.com/support/documentation/ScriptReference/AudioSource.Stop.html>Stop() when you pause the game, when you resume tell it to Play() again. There are some other things do in addition, like saving the playback position(time or timeSamples) before stopping the clip, then you can play at that specific position when you resume the game(good when changing scenes). Otherwise you can use Pause().

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Answer by Berenger · Jun 03, 2012 at 04:33 PM

Call Pause on your audioSource when you pause the game, Play when you unpause. The way you handle your booleans is redundant, here is a better way :

 private void Update ()
 {
     if (waited)
     {
         if(Input.GetKey(KeyCode.P) || Input.GetKey(KeyCode.Escape))
         {
             paused = !paused;
             if( paused ){
                 Time.timeScale = 0;
                 audio.Pause();
             }
             else{
                 Time.timeScale = 1;
                 audio.Play();
             }
         
             waited = false;
             Invoke("waiting",0.3f);
         }
     }
 }
 

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