I'm trying to get some music to fade out when I start my android game. The music plays in the main menu and then should fade out when the player clicks play. I can get the music to stop, just not fade out.
Im trying to fade out using this:
using UnityEngine;
using System.Collections;
public class MusicScript : MonoBehaviour
{
static MusicScript instance;
bool doneFading;
void Start()
{
if(instance == null)
{
instance = this;
DontDestroyOnLoad(gameObject);
}
else if (instance != this)
{
Destroy(gameObject);
}
}
void Update()
{
if (Application.loadedLevelName == "Flappy Drone Gameplay Screen")
{
FadeMusic();
if (doneFading == true)
{
Destroy(gameObject);
}
}
}
IEnumerator FadeMusic()
{
for (int i = 9; i > 0; i--)
{
Debug.Log("here");
instance.audio.volume = i * 0.1f;
yield return new WaitForSeconds(0.5f);
Debug.Log("lowered volume");
}
doneFading = true;
}
}
Any help is appreciated!
答案 0 :(得分:0)
After a bit of playing about with Time.deltatime I found a simple way of doing a fade :)
Code for anyone in the same problem (this code fades out music on a particular scene but keeps the music playing for all other scenes):
using UnityEngine;
using System.Collections;
public class MusicScript : MonoBehaviour
{
static MusicScript instance;
bool doneFading;
float timer = 5f;
void Start()
{
if(instance == null)
{
instance = this;
DontDestroyOnLoad(gameObject);
}
else if (instance != this)
{
Destroy(gameObject);
}
}
void Update()
{
if (Application.loadedLevelName == "Flappy Drone Gameplay Screen")
{
FadeMusic();
if (doneFading == true)
{
Destroy(gameObject);
Debug.Log ("Music destroyed.");
}
}
}
void FadeMusic()
{
if (timer > 0)
{
instance.audio.volume -= 0.015f;
timer -= Time.deltaTime;
}
if (instance.audio.volume == 0)
{
doneFading = true;
}
}
}