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SoundManager.cs
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SoundManager.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SoundManager : MonoBehaviour
{
protected SoundManager() { }
public static SoundManager instance = null;
public static SoundManager Instance
{
get
{
if (SoundManager.instance == null)
{
DontDestroyOnLoad(SoundManager.instance);
SoundManager.instance = new SoundManager();
}
return SoundManager.instance;
}
}
public AudioClip[] MusicClips;
public float masterValue;
public float musicValue;
public float fxValue;
AudioSource musicSource;
AudioSource sfxSource;
void Awake()
{
if (instance == null)
{
instance = this;
}
else if (instance != this)
{
Destroy(gameObject);
}
DontDestroyOnLoad(gameObject);
musicSource = transform.GetChild(0).GetComponent<AudioSource>();
sfxSource = transform.GetChild(1).GetComponent<AudioSource>();
LoadMusicValues();
}
public void OnApplicationQuit()
{
SoundManager.instance = null;
}
public void LoadMusicValues()
{
musicSource.volume = musicValue * masterValue;
sfxSource.volume = fxValue * masterValue;
}
public void PlayMusic(int musicSelection)
{
musicSource.clip = MusicClips[musicSelection];
musicSource.Play();
}
public void StopMusic()
{
musicSource.Stop();
}
public void PlaySFXSound(AudioClip clip)
{
sfxSource.PlayOneShot(clip);
}
public void SetVolume()
{
musicSource.volume = musicValue * masterValue;
sfxSource.volume = fxValue * masterValue;
}
}