Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by lol_lol_lol · Jan 12, 2014 at 11:58 AM · guiaudiosaving

Audio preferance saving why isn't it working?

Hello everyone. I wrote code to make it so that if you press sound off it turns off but if you press sound on it turns on. this should save between game sessions. however when i press the button nothing happends.

this is the code i wrote for the pause menu.

 using UnityEngine;
 using System.Collections;
 
 public class pausemenu : MonoBehaviour {
     public GUISkin skinEmpty;
     public GUISkin skinDefault;
     public Texture aTexture;
     public bool menuPause = false;
     public bool menuOptions = false;
     public bool muted;
     public string Sound;
     // Use this for initialization
     void Awake()
     {
         SoundCheck ();
     }
 
     void Start () {
         if(muted == false)
         {
             audio.volume = 1;
         }
         else if(muted == true)
         {
             audio.volume = 0;
         }
         audio.Play();
     }
     
     // Update is called once per frame
     void Update () {
         }
     void OnGUI() {
                 GUI.skin = skinEmpty;
                 if (GUI.Button (new Rect (Screen.width * (-0.6f / 6.4f), Screen.height * (0.1f / 6.3f), Screen.width * (1.8f / 6.55f), Screen.height * (0.55f / 6.3f)), aTexture)) {
                         Time.timeScale = 0;
                         menuPause = true;
                 }
                 if (menuPause == true) {
                         GUI.skin = skinDefault;
                         if (GUI.Button (new Rect (Screen.width * (2.4f / 6.55f), Screen.height * (3.1f / 6.3f), Screen.width * (1.8f / 6.55f), Screen.height * (0.55f / 6.3f)), "Resume")) {
                                 GUI.skin = skinEmpty;
                                 menuPause = false;
                                 Time.timeScale = 1;
                         }
                 
                         if (GUI.Button (new Rect (Screen.width * (2.4f / 6.55f), Screen.height * (3.8f / 6.3f), Screen.width * (1.8f / 6.55f), Screen.height * (0.55f / 6.3f)), "Restart")) {
                     
                         }
                         if (GUI.Button (new Rect (Screen.width * (2.4f / 6.55f), Screen.height * (4.5f / 6.3f), Screen.width * (1.8f / 6.55f), Screen.height * (0.55f / 6.3f)), "Options")) {
                         menuOptions = true;    
                         }
                         if (GUI.Button (new Rect (Screen.width * (2.4f / 6.55f), Screen.height * (5.2f / 6.3f), Screen.width * (1.8f / 6.55f), Screen.height * (0.55f / 6.3f)), "Main Menu")) {
                                 Application.LoadLevel ("lol");
                         }
                 }
                 if (menuOptions == true) {
                     menuPause = false;
                     GUI.skin = skinDefault;
                         if (muted == false) {
                                 if (GUI.Button (new Rect (Screen.width * (2.4f / 6.55f), Screen.height * (3.1f / 6.3f), Screen.width * (1.8f / 6.55f), Screen.height * (0.55f / 6.3f)), "Sound Off")) {
                                         audio.volume = 0;
                                         muted = true;
                                         PlayerPrefs.SetString ("Sound", "muted");
                                 }
                         } else if (muted == true) {
                                 if (GUI.Button (new Rect (Screen.width * (2.4f / 6.55f), Screen.height * (3.1f / 6.3f), Screen.width * (1.8f / 6.55f), Screen.height * (0.55f / 6.3f)), "Sound On")) {
                                         audio.volume = 1;
                                         muted = false;
                                         PlayerPrefs.SetString ("Sound", "enabled");
                                 }
                         }
                 }
         }
     public void SoundCheck()
     {
         Sound = PlayerPrefs.GetString("Sound");
         
         if (Sound == "enabled")
         {
             muted = false;
         }
         else if (Sound == "muted")
         {
             muted = true;
         }
     }
 }

I also wrote code for the main menu. this one works! so nothing is wrong with it. but mayby because it saves it to the same string it goes wrong.

code for the main menu:

using UnityEngine; using System.Collections;

public class GuiMainMenu : MonoBehaviour { bool b_settinng = false; bool b_mainMenu = true; public bool muted; public string Sound;

 void Awake()
 {
     SoundCheck ();
 }



 void Start () 
 {
     if(muted == false)
     {
         audio.volume = 1;
     }
     else if(muted == true)
     {
         audio.volume = 0;
     }
     audio.Play();
 }
 void Update(){
     if (Input.GetKeyDown(KeyCode.Escape)) 
         Application.Quit(); 
 }
 void OnGUI()
 {

     if(b_mainMenu)
     {
         if(GUI.Button(new Rect(Screen.width * (2.4f/6.55f),Screen.height * (3.1f/6.3f),Screen.width * (1.8f/6.55f), Screen.height * (0.55f/6.3f)),"Play"))
         {
             Application.LoadLevel ("Game");
         }
         if(GUI.Button(new Rect(Screen.width * (2.4f/6.55f),Screen.height * (4.1f/6.3f),Screen.width * (1.8f/6.55f), Screen.height * (0.55f/6.3f)),"Settings"))
         {
             b_settinng = true;
             b_mainMenu = false;
         }
     }
     if (b_settinng) {
         if (muted == false) {
             if (GUI.Button (new Rect (Screen.width * (2.4f / 6.55f), Screen.height * (3.1f / 6.3f), Screen.width * (1.8f / 6.55f), Screen.height * (0.55f / 6.3f)), "Sound Off")) {
                 audio.volume = 0;
                 muted = true;
                 PlayerPrefs.SetString("Sound", "muted");
             }
         }
             else if (muted == true)
         {
                 if (GUI.Button (new Rect (Screen.width * (2.4f / 6.55f), Screen.height * (3.1f / 6.3f), Screen.width * (1.8f / 6.55f), Screen.height * (0.55f / 6.3f)), "Sound On")) {
                     audio.volume = 1;
                     muted = false;
                     PlayerPrefs.SetString("Sound", "enabled");
             }
         }
     
         
         if(GUI.Button(new Rect(Screen.width * (2.4f/6.55f),Screen.height * (3.8f/6.3f),Screen.width * (1.8f/6.55f), Screen.height * (0.55f/6.3f)),"MusicOnOff"))
         {

         }
         
         if(GUI.Button(new Rect(Screen.width * (2.4f/6.55f),Screen.height * (4.5f/6.3f),Screen.width * (1.8f/6.55f), Screen.height * (0.55f/6.3f)),"Main Menu"))
         {
             b_settinng = false;
             b_mainMenu = true;
         }
     }
 }
 public void SoundCheck()
 {
     Sound = PlayerPrefs.GetString("Sound");
     
     if (Sound == "enabled")
     {
         muted = false;
     }
     else if (Sound == "muted")
     {
         muted = true;
     }
 }

}

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

18 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Gui Playing Audio Trouble 1 Answer

Vertical Slider - Using different art? 1 Answer

Playing multiple sounds with multiple subtitles 1 Answer

Easier Way To Add Sound Via GUI? 2 Answers

The same audio plays differently on a variety of buttons, how can I change this? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges