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using UnityEngine;
using UnityEngine.Audio;
public class SettingReadMgr : MonoBehaviour
{
#region Base
[Header("Base")]
[SerializeField]
private AudioMixer amxMaster;
private AudioMixerGroup amxgBgm;
private AudioMixerGroup amxgEfc;
private AudioMixerGroup amxgVoice;
#endregion Base
void Start()
{
amxgBgm = amxMaster.FindMatchingGroups("Bgm")[0];
amxgEfc = amxMaster.FindMatchingGroups("Efc")[0];
amxgVoice = amxMaster.FindMatchingGroups("Voice")[0];
SoundMgr.Instance.SetAmxGroupBgm(amxgBgm);
LoadSoundSettings();
}
private void LoadSoundSettings()
{
float fbgmvol = ES3.Load(Global.ES3_BgmVol, 0.75f);
float fefcvol = ES3.Load(Global.ES3_EfcVol, 0.75f);
float fvoicevol = ES3.Load(Global.ES3_VoiceVol, 0.75f);
if (fbgmvol < 0.0001f)
fbgmvol = 0.0001f;
if (fefcvol < 0.0001f)
fefcvol = 0.0001f;
if (fvoicevol < 0.0001f)
fvoicevol = 0.0001f;
SoundMgr.Instance.BgmOn = fbgmvol > 0.0001f;
SoundMgr.Instance.EfcOn = fefcvol > 0.0001f;
SoundMgr.Instance.VoiceOn = fvoicevol > 0.0001f;
amxMaster.SetFloat(Global.ES3_BgmVol, Mathf.Log10(fbgmvol) * 20f);
amxMaster.SetFloat(Global.ES3_EfcVol, Mathf.Log10(fefcvol) * 20f);
amxMaster.SetFloat(Global.ES3_VoiceVol, Mathf.Log10(fvoicevol) * 20f);
}
}