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Question by mazin0 · Sep 23, 2015 at 06:24 AM · audioaudiosourcemute

Muting music at the start of the game.

Hi, I'm trying to locally save sound preferences for my game. The problem I'm currently facing is when I load the preferences and mute the music (using audio mixers), I afterwards start playing the music and you can sometimes hear half a second of the music trying to play before it actually is muted. The only solution i can come up with is to delay the start of the music but that seems a bit like cheating. Is there any other workaround for this? Why does this happen?

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avatar image mazin0 · Sep 23, 2015 at 07:52 AM 0
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I use a coroutine to begin playing the music, and use "yield return null" to skip a frame it seems to work better than using PlayDelayed(random time). But it does seem that the mixers take a frame to update, so you cannot expect to change a mixer and have the change reflect until the next frame.

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Answer by $$anonymous$$ · Sep 23, 2015 at 08:43 AM

Did you try to start your Coroutine from

 void Start() {
 
 }

?

Have you tried

 void Awake(){
 
 }

instead? You can also try to edit your Script Execution Order to load this script first. I'm not really sure if you can skip that extra frame like this though.

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avatar image mazin0 · Sep 24, 2015 at 01:03 AM 0
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Actually working with mixers is a bit weird, I did try to modify the mixer inside an Awake function but it doesn't seem to work, I would guess the mixers aren't ready at that point. I use my coroutine in the Start function yes.

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