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Question by InjectWare · Aug 27, 2018 at 04:57 PM · audioaudiosourcefadeoutfadeinaudio.play

Audio Fade In / Fade Out with Trigger

Hello, this is a simple Audio fade In / Fade Out Script with trigger function

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 
 [RequireComponent(typeof(AudioSource))]
 public class (????????? Script Name ?????????) : MonoBehaviour {

     [Header("+++ Audio Source +++")]
     public AudioSource audio;

     [Header("+++ Fade Out Setting +++")]    
     public float fadeOutFactor = 0.08f;

     [Header("+++ Fade In Setting +++")]
     public float fadeInFactor = 0.08f;
 
     private bool fadeInOut = false;
 
     void Start()
     {
         //Switches the AudioSource volume to 0.0
         audio.volume = 0.0f;
         audio.playOnAwake = true;
     }
 
     void Update()
     {
         if (audio.volume <= 0.0f) { audio.Stop(); }
         if (audio.volume >= 1.0f) { audio.Play(); }
 
         if (fadeInOut == true)
         {
             if (audio.volume < 1.0f)
             {
                 audio.volume += fadeInFactor * Time.deltaTime;
             }
         }
 
         if (fadeInOut == false)
         {
             if (audio.volume > 0.0f)
             {
                 audio.volume -= fadeOutFactor * Time.deltaTime;
             }
         }
 
     }
 
     void OnTriggerEnter(Collider other)
     {
         if (other.gameObject.CompareTag("Player"))
         {
             fadeInOut = true;
         }     
     }
 
     void OnTriggerExit(Collider other)
     {
         if (other.gameObject.CompareTag("Player"))
         {
             fadeInOut = false;
         }        
     }    
 }




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avatar image eses · Aug 29, 2018 at 10:01 AM 0
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Hi @InjectWare - You didn't actually define your question... yes it is a script with trigger, but what is the problem?

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