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Updated on December 26, 2022

Reach UI

  • Quick Start
  • Animations
  • Controller & Input
    • Controller Manager
    • Controller Presets
    • Hotkey Event
    • UI Navigation
  • Handlers & Managers
    • Achievements
    • Audio
    • Chapters
    • Credits
    • Effects
    • In-Game
  • Localization
    • Getting Started
    • Localization Settings
    • Localization Manager
    • Localized Object
  • UI Elements
    • Button
    • Dropdown
    • Modal Window
    • Panel Manager
    • Progress Bar
    • Selectors
    • Slider
    • Switch
    • Widgets
    • Others
  • UI Manager
  • Others & Add-ons

Audio

Author: admin 41 views

Workflow

Audio is entirely managed by the ‘UI Manager Audio’ component, which is attached the Audio Manager game object in the demo scene. This component receives audio clips from ‘UI Manager’, manages overall volume via ‘Audio Mixer’, and plays audio clips through ‘Audio Source’. Assigned sliders will be used to configure specific volumes (e.g. SFX).

There are four types of audio mixer groups you can use. For example, you can set ‘SFX’ to the ‘Output’ field of any audio source component. If you want to use your own audio mixer, you can assign any of your mixers to the ‘Audio Mixer’ field. Make sure to create groups with the same name as in the image below and expose the parameters.

You can click here to learn more about audio mixers.

You can click here to learn how to expose parameters.

Scripting

				
					using UnityEngine;
using Michsky.UI.Reach; // Reach UI namespace

public class SampleClass : MonoBehaviour
{
    [SerializeField] private UIManagerAudio audioManager;

    void Start()
    {
        // Set volume between 0.0001 and 1
        audioManager.SetMasterVolume(0.5f);
        audioManager.SetMusicVolume(0.5f);
        audioManager.SetSFXVolume(0.5f);
        audioManager.SetUIVolume(0.5f);
    }
}
				
			

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