so when the box in on the left side of the slider , it prints 0 and when it’s on the other side it prints 1 , but the sound doesn’t change (there is just a music attached to the main camera).
Actually , when it’s on the left side , the music sounds more laggy , but actually as loud as on the right side .
No it's not using ignoreListenerVolume , i've tried adding a script to the camera which makes the ignoreListenerVolume false and true , but both doesn't make it work :/
I’ve tested this script and it worked fine. My scene is different, so I had to adapt the numbers - in consequence, the volumeSonore value ranged from -0.5 to +7, but this value is internally clamped to 0…1, so it worked as expected.
I suspect there’s something else altering the volume. Could you have some other lost script changing the volume elsewhere? Try to create a new scene and place only the essential objects to see if it works.
I feel so dumb , the script was applied at another object I forgot about , I thought the only fact that it was printing the good value would be enough . Thank you so much !
Your code is refreshing a spared an incentive in player preferences called volume level, yet it doesn’t really advise Unity to change the volume anytime mycfavisit
Could your audio source be using [ignoreListenerVolume][1]? [1]: http://unity3d.com/support/documentation/ScriptReference/AudioSource-ignoreListenerVolume.html
– aldonalettoNo it's not using ignoreListenerVolume , i've tried adding a script to the camera which makes the ignoreListenerVolume false and true , but both doesn't make it work :/
– AnykeyIs your sound 2d or 3d in the import settings?
– anon38239237my sound was 3D in the import settings , but I changed it to 2D and the volume is still the same when I move the slider :/
– Anykey