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Looking at the spec you linked it seems like you'd need to write an emulator for the NES's sound systems at the very least. The NES uses a highly documented 6502 which should be easy to get some info on. https://en.wikipedia.org/wiki/MOS_Technology_6502 There are many many articles and guides surrounding NES development. I suggest pulling a find on the ...


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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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