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Question by Yoseki · Jun 20, 2014 at 05:07 PM · musicdontdestroyonload

Audio source to be played across all scenes without being destroyed?!?

Hello. I was wondering what is wrong with my script. I have attached it to the camera and made an audio source there:

 var song : AudioSource;
 
 function Awake () {
    if (!audio.isPlaying){
       audio.Play();
    }
    else if(audio.isPlaying){
       DontDestroyOnLoad (AudioSource);
    }
 }
 
 function Update () {
    if (!audio.isPlaying){
 
       DontDestroyOnLoad (AudioSource);
       audio.Play();
    }
 }

Thank you :D in advance :D

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Answer by fafase · Jun 20, 2014 at 06:21 PM

It seems your DontDestroyOnLoad is done on a type and not an object.

 DontDestroyOnLoad(AudioSource); <- AudioSource is a type

As you attach it to the camera, here is something you can try:

 static var instance : ScriptName;  // Declare a static variable of the script type
 function Awake(){
    if(instance == null){           // If the static var is null
        instance = this;            // assign the script to it
        DontDestroyOnLoad(gameObject); // Keep the script over scene loadings
    }else if(instance != this){        // if the variable is not this script
       Destroy(gameObject);            // Destroy the object
    }
 }

This is a singleton pattern, it means you are keeping your object alive over different scenes but also prevent that when coming back, you don't get a second creation of the object.

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