我正在像5.3这样的真正旧版本上统一构建游戏。我有一个主场景和一个菜单场景,每个场景都有一个音频管理器脚本来控制音频。我的问题是这个函数称为DontDestroyOnLoad
。更具体地说,问题是当我构建游戏时,游戏运行完美,菜单也正常运行,但菜单发出声音,而游戏没有声音。游戏中只有一些声音不在音频管理器中,因此我将它们手动放置。
我的音频管理器代码在这里
using UnityEngine;
[System.Serializable]
public class Sound
{
public string name;
public AudioClip clip;
[Range(0f, 1f)]
public float volume = 0.7f;
[Range(0.5f, 1.5f)]
public float pitch = 1f;
[Range(0f, 0.5f)]
public float randomVolume = 0.1f;
[Range(0f, 0.5f)]
public float randomPitch = 0.1f;
public bool loop = false;
private AudioSource source;
public void SetSource(AudioSource _source)
{
source = _source;
source.clip = clip;
source.loop = loop;
}
public void Play()
{
source.volume = volume * (1 + Random.Range(-randomVolume / 2f, randomVolume / 2f));
source.pitch = pitch * (1 + Random.Range(-randomPitch / 2f, randomPitch / 2f));
source.Play();
}
public void Stop()
{
source.Stop();
}
}
public class AudioManager : MonoBehaviour
{
public static AudioManager instance;
[SerializeField]
Sound[] sounds;
void Awake()
{
if (instance != null)
{
if (instance != this)
{
Destroy(this.gameObject);
}
}
else
{
instance = this;
DontDestroyOnLoad(this);
}
}
void Start()
{
for (int i = 0; i < sounds.Length; i++)
{
GameObject _go = new GameObject("Sound_" + i + "_" + sounds[i].name);
_go.transform.SetParent(this.transform);
sounds[i].SetSource(_go.AddComponent<AudioSource>());
}
PlaySound("Music");
}
public void PlaySound(string _name)
{
for (int i = 0; i < sounds.Length; i++)
{
if (sounds[i].name == _name)
{
sounds[i].Play();
return;
}
}
// no sound with _name
Debug.LogWarning("AudioManager: Sound not found in list, " + _name);
}
public void StopSound(string _name)
{
for (int i = 0; i < sounds.Length; i++)
{
if (sounds[i].name == _name)
{
sounds[i].Stop();
return;
}
}
// no sound with _name
Debug.LogWarning("AudioManager: Sound not found in list, " + _name);
}
}
最佳答案
也许您可能需要使用DontDestroyOnLoad(gameobject);
不用将此作为参数。
关于c# - 带有脚本的Unity音频错误,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/50278250/