Whats the best way to save an enum state from scene to scene???

Hello, So I have a pretty straight foreword question. How can I save my speakerState from one scene to another? As of now, when I play one scene and mute the speaker, then go to my next scene the speaker in its normal speaker state. I know why it goes back, thanks not the problem, Im just trying to figure out how to save if the mute is pressed, then mute needs to be set in the next scene. I am just unsure of the best way to go about doing so.

enum speakerStates												
{
	speaker = 0,												
	speakerMute = 1,											
	reset = 2,													
}

var speakerState   : speakerStates = speakerStates.speaker;		
var speakerMat     : Material;									
var speakerMuteMat : Material;									
var soundVoleume   : int;										

function Update ()												
{
	AudioListener.volume = soundVoleume;						
	switch(speakerState)										
	{
		case speakerStates.speaker:																
		renderer.material = speakerMat;							
		soundVoleume = 6;										
		break;													 
		case speakerStates.speakerMute:														
		renderer.material = speakerMuteMat;						
		soundVoleume = 0;										
		break;													
		case speakerStates.reset:								
		speakerState = speakerStates.speaker;					
		break;									
	}
}

function OnMouseDown()											
{
	speakerState += 1;											
}

You could use PlayerPrefs to store a value and then have your script read it at the beginning of each scene.

For example:

if(GUI.Button(Rect(0,0,40,40),"Save)){
PlayerPrefs.SetFloat("Volume",audioListener.volume);

}

And whenever you load the level:

audioListener.volume=PlayerPrefs.GetFloat("Volume");

PlayerPrefs is used to read from and write to the registry.