The management of game music after unity3d5.0

Source: Internet
Author: User

First of all, here we just make a prefab of this game manager and then write a generic template class (including turning off music and turning on music, turning off the sound and opening sound, and playing the game archive to turn off the music) on top of this precast piece.

Generic Template classes:


Using Unityengine;

Using System.Collections;


public class audioplayer:monobehaviour{

static public Audioplayer s_instance = null;


static public bool Isretargetok=true;

Play sound Once

static public void Playaudioonce (string name) {

if (Playerprefs.haskey ("audio") && Playerprefs.getint ("audio") = = 0) {

Return

}//This is an archive to turn on music

if (s_instance! = null) {

audiosource[] Audiosource = s_instance.gameobject.getcomponents<audiosource> ();

bool Isplayok = true;

foreach (var item in Audiosource) {

if (item.clip! = null && Item.clip.name = = name&&item.isplaying) {

Isplayok = false;

Break

}

}

if (Isplayok) {

Audiosource[s_instance.currentaudioindex].clip = util.loadresource<audioclip> ("Sounds/" + Name + ". mp3"); Here is the loading of your game music, here you write a dynamic load of resources, easy to package the resources behind

Audiosource[s_instance.currentaudioindex]. Play ();

s_instance.currentaudioindex++;

if (S_instance.currentaudioindex > Audioplayer.kaudiocount) {

S_instance.currentaudioindex = 1;

}

}else{

}

}

}

Play sound

static public void Playaudio (string name) {

if (Playerprefs.haskey ("audio") && Playerprefs.getint ("audio") = = 0) {

Return

}

if (s_instance! = null) {

audiosource[] Audiosource = s_instance.gameobject.getcomponents<audiosource> ();

Audiosource[s_instance.currentaudioindex].clip = util.loadresource<audioclip> ("Sounds/" + Name + ". mp3");

Audiosource[s_instance.currentaudioindex]. Play ();

s_instance.currentaudioindex++;

if (S_instance.currentaudioindex > Audioplayer.kaudiocount)

{

S_instance.currentaudioindex = 1;

}

}

}

Play Music

static public void Playmusic (string name) {

if (Playerprefs.haskey ("Music") && Playerprefs.getint ("music") = = 0) {

Return

}

if (s_instance! = null) {

audiosource[] Audiosource = s_instance.gameobject.getcomponents<audiosource> ();

Audiosource[0].clip = util.loadresource<audioclip> ("sounds/" + Name + ". mp3");

Audiosource[0]. Play ();

}

}

Make it easier for other scripts to call this method of playing music

static public void Playcurrentmusic () {

if (s_instance! = null) {

Playmusic (S_instance.musicname);

}

}

Turn off music

static public void Closemusic () {

if (s_instance! = null) {

audiosource[] Audiosource = s_instance.gameobject.getcomponents<audiosource> ();

Audiosource[0]. Stop ();

}

}

private int currentaudioindex = 1;

public const int kaudiocount = 31;

public string musicname = "";

Single-Case mode

void Awake () {

S_instance = this;

}

When the game is just installed, play the music before you come in.

void Start () {

Audioplayer.playmusic (Musicname);

}


}



Game Archive Code:


Using Unityengine;

Using System.Collections;

Using System;

public class Setcanvas:monobehaviour

{

Public Gameobject Btonmusic;

Public Gameobject Btoffmusic;

Public Gameobject Btonaudio;

Public Gameobject Btoffaudio;


void Start ()

{

if (Playerprefs.haskey ("Music") && Playerprefs.getint ("music") = = 0)

{

Btoffmusic.setactive (TRUE);

Btonmusic.setactive (FALSE);


}

else if (Playerprefs.haskey ("Music") && Playerprefs.getint ("music") = = 1)

{

Btonmusic.setactive (TRUE);

Btoffmusic.setactive (FALSE);


}

Else

{

Btonmusic.setactive (TRUE);

Btoffmusic.setactive (FALSE);

}


if (Playerprefs.haskey ("audio") && Playerprefs.getint ("audio") = = 0)

{

Btoffaudio.setactive (TRUE);

Btonaudio.setactive (FALSE);


}

else if (Playerprefs.haskey ("audio") && Playerprefs.getint ("audio") = = 1)

{


Btoffaudio.setactive (FALSE);

Btonaudio.setactive (TRUE);


}

Else

{

Btonaudio.setactive (TRUE);

Btoffaudio.setactive (FALSE);

}


}



public void Closemusic ()

{

Playerprefs.setint ("Music", 0);

Audioplayer.closemusic ();

Btoffmusic.setactive (TRUE);

Btonmusic.setactive (FALSE);


}


public void OpenMusic ()

{

Playerprefs.setint ("Music", 1);

Audioplayer.playcurrentmusic ();

Btoffmusic.setactive (FALSE);

Btonmusic.setactive (TRUE);

}



public void Closeaudio ()

{

Playerprefs.setint ("Audio", 0);

Btoffaudio.setactive (TRUE);

Btonaudio.setactive (FALSE);

}


public void Openaudio ()

{


Playerprefs.setint ("Audio", 1);

Btoffaudio.setactive (FALSE);

Btonaudio.setactive (TRUE);


}


public void Colseui ()

{


Gameobject.setactive (FALSE);

}

}


Now anywhere you want to turn off or turn on music sound, you can call this game management class.

Audioplayer.playcurrentmusic (); Turn on the music

Audioplayer.closemusic (); Turn off the music




This article is from "Cool Little Joe" blog, please be sure to keep this source http://5152481.blog.51cto.com/5142481/1686345

The management of game music after unity3d5.0

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