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I answered a question from you on this source code a few days ago and already saw that you dont really think about what you code. At first -as I said you-, remove the PlayerPrefs lines from the VolumeControl method, this is producing unneeded overhead, because you update and save the "CurVol" value from the Registry in the OnApplicationQuit method. private ...


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This is just an idea, as I didn't try it out in practice. What if you use empty components to indicate state, such as IsColliding, IsFired, etc. In this case, you could have a SoundSystem configured with a map, so that it triggers a sound for each state. Such as: {(RedBullet, IsFired): "red_fire.wav", (BlueBullet, IsFired): "blue_fire.wav", (Player, ...


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You can use the Update method to update the current volume. private void Update() { VolumeControl(slider.value); } And use the OnApplicationQuit method to save your current volume to the PlayerPrefs. Receiving the saved volume from the PlayerPrefs in the Awake method can be done like in your code snippet, but without the PlayerPrefs.Save statement.


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http://answers.unity3d.com/questions/16603/is-there-a-global-volume-setting.html Use the slider's value to determine the AudioListener.volume static field. http://docs.unity3d.com/ScriptReference/AudioListener-volume.html It is between 0 and 1. You can get a normalised( between 0 and 1 ) value from the slider using Slider.normalizedValue.


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I know a game team who used free audio music; I'm not sure what was the name of the site, but the idea was that you had to say where the music came from in the credits. As for the sounds, you can find free audio effects online. Or you can learn the basis of a software like audacity and create sounds using your imagination (and use audacity to achieve what ...


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Creating sound effects is a fairly simple task as long as you have a fairly decent microphone. I'd recommend watching the "Art of Noise" part of The Making of Fallout 3 as well as this video by the guy making effects for Project Zomboid, showing some more extreme ways of creating very gruesome effects. If you listen closely, most effects are made from ...



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