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Question by lCedric · Jul 27, 2021 at 03:02 PM · c#audioaudiosourcefadeoutfade out

Audio won't fade out.

Hello.

Here I have a script that makes the audio fade-in when starting the game.

(All scripts are in C#): using UnityEngine;

 [RequireComponent(typeof(AudioSource))]
 public class EasyFadeIn : MonoBehaviour
 {
     [SerializeField]
     private int m_FadeInTime = 10;
     private AudioSource m_AudioSource;
 
 
     private void Awake()
     {
         m_AudioSource = GetComponent<AudioSource>();
     }
 
 
     private void Update()
     {
         if (m_AudioSource.volume < 1)
         {
             m_AudioSource.volume = m_AudioSource.volume + (Time.deltaTime / (m_FadeInTime + 1));
         }
         else
         {
             Destroy(this);
         }
     }
 }

I used the same script to make it fade-out by changing the '+' to a '-' and some other minor changes. It works great when I set the volume in the AudioSource to 0. using UnityEngine;

 [RequireComponent(typeof(AudioSource))]
 public class EasyFadeOut : MonoBehaviour
 {
     [SerializeField]
     private int m_FadeInTime = 10;
     private AudioSource m_AudioSource;
 
 
     private void Awake()
     {
         m_AudioSource = GetComponent<AudioSource>();
     }
 
 
     private void Update()
     {
         if (m_AudioSource.volume > 0)
         {
             m_AudioSource.volume = m_AudioSource.volume - (Time.deltaTime / (m_FadeInTime - 1));
         }
         else
         {
             Destroy(this);
         }
     }
 }

Now, what i want is the audio fade-out script to start playing after Coroutine "waiter" has been started in the following script: using System.Collections; using System.Collections.Generic; using UnityEngine.SceneManagement; using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems;

 public class MenuControl : MonoBehaviour
 {
     private EasyFadeOut EasyFadeOut;
     private EasyFadeIn EasyFadeIn;
     private int FadeInTime = 10;
 
     private Delete Delete;
     public AudioSource audioSource;
     public Image black;
     public RawImage black2;
     public Animator anim;
     public Animator anim2;
     public Animator anim3;
 
     public void ButtonStart()
     {
         StartCoroutine(Fading());
         Delete = GetComponent<Delete>();
         EasyFadeOut = GetComponent<EasyFadeOut>();
         EasyFadeIn = GetComponent<EasyFadeIn>();
     }
 
     public void ButtonQuit()
     {
         Application.Quit();
     }
 
     IEnumerator Fading()
     {
         anim.SetBool("Fade", true);
         yield return new WaitUntil(() => black.color.a == 1);
 
         GameObject[] gos = GameObject.FindGameObjectsWithTag("TestTag");
         anim2.SetBool("Fadein", true);
         foreach (GameObject go in gos)
             Destroy(go);
 
         anim3.SetBool("TextFadein", true);
         StartCoroutine(waiter());
     }
 
     IEnumerator waiter()
     {
         if (audioSource.volume > 0)
         {
             audioSource.volume = audioSource.volume - (Time.deltaTime / (FadeInTime - 1));
         }
 
         yield return new WaitForSeconds(10);
         anim2.SetBool("Fadeout", true);
 
         yield return new WaitUntil(() => black2.color.a == 1);
 
         if (audioSource.volume == 0)
         {
             SceneManager.LoadScene(1);
         }
     }
 }

But sadly, it only works for a split second before it stops. It changes to volume from 1 to 0.998 (or something similiar) before it stops working.

How do I make it so it continues playing until the volume has reached 0?

I hope you understood my question, as English is not my native language, and I am still learning.

Thank you in advance.

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Best Answer

Answer by Vivien_Lynn · Jul 28, 2021 at 09:45 AM

Without going to deep into your code, I would straight up recommend you to use two AudioMixerSnapshot for the fading. You can basically set up Snapshots with specific settings for your Audio mixers. So in your case a Snapshot where the volume is 100% and another one where the volume is 0%

Once set up you can just transition from one snapshots to an other like so, like so:

 mySnapShotMusicOn.TransitionTo(0.5f); // Use to fade your music in, withing 500 ms
 mySnapShotMusicOff.TransitionTo(0.5f); // Use to fade your music out, withing 500 ms

Here is a video of someone giving you an insight how to use snapshots: Unity Audio Mixer Groups and Snapshots Hope this helps, good luck!

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avatar image lCedric · Aug 06, 2021 at 10:36 PM 0
Share

Thank you! This did indeed help my quest. I have not worked with snapshots just yet, so it's a little confusing at first, but i'll be sure to look more into it.

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