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Question by RoninGT · May 04, 2018 at 12:31 AM · audioaudiosourceaudioclipmute

How to mute multi-able audioclips within a single audiosource?

I have an audiosource for my music and one for sound effects for my game. The music mutes fine but when I go to mute the sound effects only the hit effect gets muted but the explosion effect still plays. I have even attempted to wright if statements to prevent the method from firing but it still plays. It is very frustrating lol. Below is my code can anyone help me out?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Playables;
 
 public class AudioPlayer : MonoBehaviour
 {
     public AudioClip hitAudio;
     public AudioClip exploAudio;
     private AudioSource source;
 
     private float volLowRange = .5f;
     private float volHighRange = 1.0f;
 
     static AudioPlayer instance = null;
 
     void Awake()
     {
         if (instance != null)
         {
             Destroy(gameObject);
         }
         else
         {
             instance = this;
             GameObject.DontDestroyOnLoad(gameObject);
         }
     }
 
     void Start()
     {
         source = GetComponent<AudioSource>();
 
         source.mute = isMuted();
     }
 
     // Update is called once per frame
     void Update()
     {
 
     }
 
     public bool isMuted()
     {
         if (PlayerPrefs.GetInt("audio") == 0)
         {
             return false;
         }
         else
         {
             return true;
         }
 
         return false;
     }
 
     public void ToggleAudio()
     {
         source.mute = !source.mute;
 
         if (source.mute)
         {
             PlayerPrefs.SetInt("audio", 1);
 
         }
         else
         {
             PlayerPrefs.SetInt("audio", 0);
         }
     }
 
     public void PlayHit()
     {
         float vol = Random.Range(volLowRange, volHighRange);
         source.PlayOneShot(hitAudio, vol);
     }
 
     public void PlayExplo()
     {
         float vol = Random.Range(volLowRange, volHighRange);
         source.PlayOneShot(exploAudio, vol);
     }
 }

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