Hi, You can do this a few different ways. I think the simplest way; - You can create single Audio Manager ( carry it to all scenes with DontDestroyOnLoad method). - And You can access the Audio Manager from new Scene (from any Start function) and change the audio clip. Thanks for your feedback 🙏
@@RehopeGames Would be good if you can elaborate a little bit more on this, how could I select a different audio file from a method of AudioSource? Also how to get the current scene name or index and based on that select the AudioSource to play
Having an issue where the sound effects aren't playing if I open an older screen (like my main menu), the music works fine, but nothing is able to register the audiomanager or the script.
I’m working on a project and I followed your tutorial. Everything works perfectly but the thing is I made a start screen that plays a certain music and when I transition to another scene that same music is still playing. I have assigned a new music to where my player is and I cannot hear that music because the music from the start screen is still playing, I also cannot hear my player jump or collect the coins. How would I fix
If you remove the Audio Listener component from the Main Camera in the scene where you don't want the sound to play, you won't hear any sound in that scene. This is the simplest method. But if it were me, I would write a small algorithm instead. 😎
@@RehopeGames How do I make it so that in the Start/Title screen one audio plays, then in the options menu a different one plays, then in the main game a different one plays?
Hello , I understand your request. This code will give an idea for you. using UnityEngine; using UnityEngine.SceneManagement; public class MusicPlayer : MonoBehaviour { private static MusicPlayer instance = null; public AudioClip menuMusic; // Audio clip for menu music public AudioClip gameMusic; // Audio clip for game music private AudioSource audioSource; public static MusicPlayer Instance { get { return instance; } } void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); return; } else { instance = this; } DontDestroyOnLoad(this.gameObject); audioSource = GetComponent(); SceneManager.sceneLoaded += OnSceneLoaded; // Subscribe to scene loaded event } void OnSceneLoaded(Scene scene, LoadSceneMode mode) { // Change the music when returning to the menu scene if (scene.name == "MenuScene") { audioSource.clip = menuMusic; audioSource.Play(); } // Continue playing game music when switching to the game scene // only if it's not already playing the game music (e.g., after a restart within the game scene) else if (scene.name == "GameScene" && audioSource.clip != gameMusic) { audioSource.clip = gameMusic; audioSource.Play(); } } void OnDestroy() { SceneManager.sceneLoaded -= OnSceneLoaded; // Unsubscribe from the event to prevent memory leaks } }
your tutorials are good, but if the watcher did not saw the previous ones he's fucked up, and you never are reffering to the previous videos. This is a big minus in all your videos.
ok just remember to carry the speaker everywhere you go
Hey, I love your tutorials on music and SFX.
How would I change music when entering a new scene? Create an audio script for each scene?
Hi,
You can do this a few different ways.
I think the simplest way;
- You can create single Audio Manager ( carry it to all scenes with DontDestroyOnLoad method).
- And You can access the Audio Manager from new Scene (from any Start function) and change the audio clip.
Thanks for your feedback 🙏
@@RehopeGames Would be good if you can elaborate a little bit more on this, how could I select a different audio file from a method of AudioSource? Also how to get the current scene name or index and based on that select the AudioSource to play
I dont regret accidentally listening to the game music at 2x speed
😂
Very nice! But i have a problem of the music playing multiple times if i go between main menu and guide menu of my game.
Hi, You should take a look at Singleton Pattern 👍
Thanks 🙏
Having an issue where the sound effects aren't playing if I open an older screen (like my main menu), the music works fine, but nothing is able to register the audiomanager or the script.
Tysm!
Thank you.
Hello Sir can you share this project i want to test this game very much. And I want to use this for my project.Tks
I’m working on a project and I followed your tutorial. Everything works perfectly but the thing is I made a start screen that plays a certain music and when I transition to another scene that same music is still playing. I have assigned a new music to where my player is and I cannot hear that music because the music from the start screen is still playing, I also cannot hear my player jump or collect the coins. How would I fix
I think this video can give an idea on this topic.
ruclips.net/video/N8whM1GjH4w/видео.html
Thank you 😊
"public static AudioManager instance;"
this line is giving me trouble. I never used 'static' before.
How did you make yours work?
You should learn Singleton pattern 👌
Huh, neat
What about music continue after pause screen?
But how would you make it so that specific scenes wont have the audio play?
If you remove the Audio Listener component from the Main Camera in the scene where you don't want the sound to play, you won't hear any sound in that scene. This is the simplest method.
But if it were me, I would write a small algorithm instead. 😎
@@RehopeGames How do I make it so that in the Start/Title screen one audio plays, then in the options menu a different one plays, then in the main game a different one plays?
bro my SFXSource give me null reference exception IDK why :(
Can it use with a multiplayer game?
how to change the melody in certain scenes?
Hi, maybe this video can give an idea for that ruclips.net/video/N8whM1GjH4w/видео.html
@@RehopeGames i will try, thanks)
I love you
Thanks 😊
I just want the music to run if the same scene restarts and not if I for example go back to the menu scene. any help?
Hello , I understand your request. This code will give an idea for you.
using UnityEngine;
using UnityEngine.SceneManagement;
public class MusicPlayer : MonoBehaviour
{
private static MusicPlayer instance = null;
public AudioClip menuMusic; // Audio clip for menu music
public AudioClip gameMusic; // Audio clip for game music
private AudioSource audioSource;
public static MusicPlayer Instance
{
get { return instance; }
}
void Awake()
{
if (instance != null && instance != this)
{
Destroy(this.gameObject);
return;
}
else
{
instance = this;
}
DontDestroyOnLoad(this.gameObject);
audioSource = GetComponent();
SceneManager.sceneLoaded += OnSceneLoaded; // Subscribe to scene loaded event
}
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
// Change the music when returning to the menu scene
if (scene.name == "MenuScene")
{
audioSource.clip = menuMusic;
audioSource.Play();
}
// Continue playing game music when switching to the game scene
// only if it's not already playing the game music (e.g., after a restart within the game scene)
else if (scene.name == "GameScene" && audioSource.clip != gameMusic)
{
audioSource.clip = gameMusic;
audioSource.Play();
}
}
void OnDestroy()
{
SceneManager.sceneLoaded -= OnSceneLoaded; // Unsubscribe from the event to prevent memory leaks
}
}
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🙏🙏🙏😀
your tutorials are good, but if the watcher did not saw the previous ones he's fucked up, and you never are reffering to the previous videos.
This is a big minus in all your videos.
Thx bro
biz teşekkür ederiz 😊