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Question by Project Zeta · Dec 02, 2012 at 10:29 PM · playersoundplayerprefsgetprefs

PlayerPrefs - Sound slider values

I am currently working on a menu for my game, and the sound options screen works for the game, however I would like to have the sound values saved for the next time a player starts the game, instead of them having to change the sound slider everytime.

Currently, I have the sliders set up like this:

 static var musicVolume: float = 100;
 var master : float = 100;
 var minSound : float = 0;
 var maxSound : float = 100;
 
 function Sound()
 {
    //GUILayout variables not related to topic
    GUILayout.BeginArea(Rect(hPosition, vPosition, buttonWidth, 600));
 
     //sliders
     GUILayout.Label("Master");
     master = GUILayout.Horizontal (master, minSound, maxSound);
     musicVolume = GUILayout.HorizontalSlider(musicVolume, minSound, maxSound);
 
     if(GUILayout.Button("Back to Options")
     {
      PlayerPrefs.SetFloat("Master", master);
      PlayerPrefs.SetFloat("Music", musicVolume);
 
    GUILayout.EndArea()
 }

There are a few others things, executing Sound() etc.


My question is: I have the volume values being saved when the user clicks "Back to Options". However, how would it be possible to load the values onto the sliders after the user closes and opens the game later?

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Answer by Caiuse · Dec 02, 2012 at 10:46 PM

You could just setup the slider variables based off the float you saved to originally saved in PlayerPrefs, for example:

 function Start(){
      if(PlayerPrefs.HasKey("Master"){
           musicVolume = PlayerPrefs.GetFloat("Master");
      }
 }
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avatar image Eric5h5 · Dec 02, 2012 at 11:16 PM 0
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It's better to use a default value for GetFloat rather than checking for keys.

 function Start() {
     // Set default volume to 1.0 if this preference hasn't been saved before
     musicVolume = PlayerPrefs.GetFloat("$$anonymous$$aster", 1.0);
 }

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