GUI Elements Carry Over To Next Scene

I couldn’t really think of a good way to title this problem as it’s an interesting one… maybe someone has a simple solution for something like this. OK here goes.

I have a music player in once scene that has a lot of GUI elements like a volume slider and a long bar that shows the songs progress.
The script also appears to talk to other scripts for things like the buttons which have their own script.

Now here is where my problem gets interesting, I was trying to figure out how to make the music continue to play when I click a button and change my scene.

I tried the don’t destroy on load idea which did work as far as allowing the music to continue to play across scene changes. However it also carried over to the next scene the volume control slider and song progress bar. Which I don’t want.

On another note and I should really leave this alone for another question but the two are related.

In my music player I have a spectrum data GUI text that reads the spectrum data for the song that is currently being played.
Now when I go back into my music player scene this has stopped working and does not work even if I click another song to play.

My whole project by the way is basically a series of scenes that are mostly just GUI stuff, textures PNG background interfaces, buttons, text the occasional spinning 3D simple model for a logo and sound FX / Music. Not sure if that helps any but what the heck. :wink:

i’d make a separate object with only an audio source attached to it. then would call the DontDestroyOnLoad on the music player. also, in all the objects that have reference to the music player object i’d stick in GameObject.FindObjectWithTag() in the Start() function so that when you switch back and forth between the scenes it would restore the reference to the music player.