I have encountered a courious behaviour with the AudioMixer. I want to change the Volumes of my Sounds on startup to match the ones saved the last time the game was running, so I put a function in an Awake() to read a float from PlayerPrefs and use that in the AudioMixer. But this does not work. There is no exception thrown, but AudioMixer.SetFloat() doesn’t seem to have an effect in Awake(). The same code works fine in Start().
Is this a desired or anticipated behaviour, and I just don’t see the reason or explanation?
(Side Note: AudioMixer.GetFloat() does work in Awake(), but it returns the value set vie the Audio Mixer tab in the Editor)