Unity background music script
I'm trying to play background music through multiple scenes by creating a Game Object in my main menu and using the code below:. Lani, did you ever solve this problem?31 - Play Audio Through Multiple Scenes/Background in Unity3d
What you described sounds kind of like a possible Unity bug I've been trying to isolate, so I'd be curious to know how this turned out. Unfortunately, I was not able to fix this. I ended up just making a loading screen and putting the music there. In you first script you are destroying the gameMusic object manually every time you load a new scene.
If you don't do that it should work. To use the Singleton pattern just replace the class name with your own. Then add you own code to it. You can now reach this object from every other script using MyClassName.
If you attach this script to your gameMusic object the object shouldn't be destroyed and you can start stop your music by calling MusicPlayer. Play from any script. I'm sorry, but where am I supposed to put "gameMusic"? I edited my original post to what I have now. Thank you, spree! It's looking a lot better now.
But for some reason, whenever I go back to the menu, the music actually stops. And if I go to a different scene and come back, it'll play again. I changed my original post to show you what I have right now. That's because every time your menu script starts up it restarts your MusicPlayer. You should check if the audio is already playing before you start it.
You can use audio. IsPlaying for that.
Playing background music.
Messing around with the code a bit and testing with my game I have found the code below to work. The music plays throughout all scenes and doesn't start and stop when going in and out of the menu. I also just Play the music within the class for when the instance first gets set to this. Don't know if this is sloppy c coding, but still just getting my feet wet with this language.Two scripts I use to add a bit of dynamic music.
The first script takes a list of songs and will play through them, repeating with the first when he reaches the last one. The second script allows interruption of the background music with event-driven clips, after which the background music will continue. The two sources need an audio source component attached.
Everything else will be handled by the script. Attach it to the Music Manager gameobject, drag the two source gameobjects into the slots for Source 1 and Source 2 and your music clips into the array for soundtracks.
The second script should be attached to a collider object with the collider set to trigger. This trigger defines the area where the interrupt will occur.
Make it large enough, because if the player leaves the area, the interrupt music will end. One way or the other, it will only play once. It should be easy to modify the script so that it either loops, or does not end upon leaving.
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What have you tried so far? Show your code. There is a way to achieve what you want, that is by using DontDestroyOnLoad function. Create a gameObject, add AudioSource to it and then add the below script to that gameObject:. Learn more. Asked 4 months ago. Active 4 months ago. Viewed times. I want to add some music in my game that can play in every scene, and if scenes change music doesn't start again and can be turn off on setting menu can someone help me to figure it out? Create a singelton gameobject in your initial scene.
Make it as 'Don't destroy on load' 3. Add Audio Source component 4. Active Oldest Votes. Saif Saif 1, 1 1 silver badge 17 17 bronze badges.
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For some reason your suggested change could not be submitted. And thank you for taking the time to help us improve the quality of Unity Documentation.
In order to play 3D sounds you also need to have a AudioListener. The audio listener is normally attached to the camera you want to use. Whether sounds are played in 3D or 2D is determined by AudioImporter settings.
You can play a single audio clip using PlayPause and Stop. You can also adjust its volume while playing using the volume property, or seek using time. Is something described here not working as you expect it to?
It might be a Known Issue. Please check with the Issue Tracker at issuetracker. Version: Language English. Scripting API. Suggest a change. Submission failed For some reason your suggested change could not be submitted. Attach this script to the GameObject.
How to switch between 2 background songs in Unity: Survival Shooter?
Properties bypassEffects Bypass effects Applied from filter components or global listener filters. Does not apply if the AudioSource is playing into a mixer group. This is useful for the menu element sounds or background music in pause menus. This only applies to sounds that are Mono or Stereo. GetAmbisonicDecoderFloat Reads a user-defined parameter of a custom ambisonic decoder effect that is attached to an AudioSource.
GetOutputData Provides a block of the currently playing source's output data. GetSpatializerFloat Reads a user-defined parameter of a custom spatializer effect that is attached to an AudioSource. GetSpectrumData Provides a block of the currently playing audio source's spectrum data.
Pause Pauses playing the clip. Play Plays the clip. PlayDelayed Plays the clip with a delay specified in seconds. Users are advised to use this function instead of the old Play delay function that took a delay specified in samples relative to a reference rate of PlayOnGamepad Enable playing of audio source though a specfic gamepad. PlayScheduled Plays the clip at a specific time on the absolute time-line that AudioSettings. SetAmbisonicDecoderFloat Sets a user-defined parameter of a custom ambisonic decoder effect that is attached to an AudioSource.
SetScheduledEndTime Changes the time at which a sound that has already been scheduled to play will end.
Notice that depending on the timing not all rescheduling requests can be fulfilled. SetScheduledStartTime Changes the time at which a sound that has already been scheduled to play will start. SetSpatializerFloat Sets a user-defined parameter of a custom spatializer effect that is attached to an AudioSource.
Stop Stops playing the clip.Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Audio Crossfade Joined: Nov 19, Posts: 3, I have a system where entering a trigger, background music should change. Right now, my current 'maestro' script will fade the first chart out, then fade the second one in.
This is my code: Code csharp :. Play. Lerp audio. AndrewGrayGamesJul 22, Joined: Oct 9, Posts: 8. It's my understanding that an AudioSource is only capable of playing 1 clip.
If that's the case, you would need to introduce a second audio source and lower the volume of the first while raising the volume of the second. It wouldn't be too difficult to pull that off, but you'd probably want a pointer to the "Active" audio source and switch on the crossfade.
YokimatoOct 22, Joined: May 15, Posts: IgorAherneNov 28, Joined: Feb 12, Posts: 1, Could use the audio mixer to create snap shots, switch to a snap shot in code. AndrewGrayGames likes this. Joined: Jun 11, Posts: 5. Joined: May 26, Posts: The comments should help to clarify its functionality. C The basic premise is to create two AudioSources and then use whichever one is inactive to introduce the new soundtrack while fading out the old one. I hope this helps anyone else still looking for a solution.
Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. When I click on aboutUs Button the Game Music object keep on playing and I can hear the music but when I return back to the main menu no music is still playing. I can see that the gameobject is not destroyed when I return to the main menu and the audio Listener have the value of the volume set to 1but I can't figure out the problem can anyone help me.
You need a singleton for this. Unity Patterns has a great post about singleton usage in Unity3D environment. Try to implement this Persistent Singleton pattern that is specified in the website. Sometimes you need your singletons to last between scenes for example, in this case you might want to play music during a scene transition.
One way to do this is to call DontDestroyOnLoad on your singleton. Learn more. Play continuous music when swapping between multiple scene in Unity3d Ask Question. Asked 5 years, 3 months ago. Active 1 year, 5 months ago. Viewed 10k times. I have the following scenario Main menu scene containing a gameobject with an audio source component An about us scene gameObject script : using UnityEngine; using System.
Log "IsnotNull" ; Destroy this. Ali Bayat 2, 2 2 gold badges 29 29 silver badges 29 29 bronze badges. Sora Sora 2, 12 12 gold badges 57 57 silver badges bronze badges. Active Oldest Votes. The Persistent Singleton Sometimes you need your singletons to last between scenes for example, in this case you might want to play music during a scene transition.
Varaquilex Varaquilex 3, 5 5 gold badges 35 35 silver badges 55 55 bronze badges. I'm not sure how your if else code block works but I'll bet on that it doesn't work as you intend. Just go ahead and read about the pattern in the link. Play around with this code snippet and try to change it so that it fits your needs. The game object to which this script will be attached will only be created once the game loads and will not be deleted when changing the scenes, therefore the music will keep playing until you make it stop like when player changes scene to gameplay and you tell the script to stop playing only then.
Thank you Varaquilex i managed to fix my code as i made a preload scene and i put my music object in it and i uncheck it's play on Awake than on my main menu i added this script to my start function : if! Sora Great! I'm glad I helped. Good luck on your project! Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password.I've been futzing around with the survival shooter after the tutorial, and I added a damage chain score.
I wanted to switch between the background songs once the damage chain gets high enough from the original song to "Enter Sandman".
However, I ran into a problem: I couldn't attach the two audio sources to the background music component in the hierarchy without hiding the one of the audio sources. And here is my code which, obviously, does not work right now--actually, it doesn't play anything at all How do I grab the correct audio sources and get the songs to toggle back and forth? And any advice on how to make "Enter Sandman" play over the sound effects and play louder than the original background music would be huge too Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide.
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The microphone. BCE Ambiguous reference 'audio': Piano 1. How to change the speed of an audio without affecting its pitch and vice a versa at runtime? Sound playing no matter where I am in level? Login Create account. Ask a question. I think the simplest way to explain the problem is to post my configuration and my code: And here is my code which, obviously, does not work right now--actually, it doesn't play anything at all Add comment.
Best Answer. Try playing your sounds with just one AudioSource and switching between clips instead like this using UnityEngine; using System. LogWarning "AudioSource component missing from this gameobject. Adding one.
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