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@ -89,10 +89,24 @@ Function StartFatherAccuseScene() |
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AudioCategoryAMBr.SetVolume(__Config_MuteAmbienceVolume) |
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AudioCategoryAMB.SetVolume(__Config_MuteAmbienceVolume) |
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AudioCategorySFX.SetVolume(__Config_MuteAmbienceVolume) |
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; SE: Disabled sound volume manipulation, we don't know user's setup and don't want to deafen them |
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;AudioCategoryMUS.SetVolume(3.25) |
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;AudioCategoryVOCGeneral.SetVolume(7.5) |
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; Eddoursul: Instead of setting volume to 1, deafening some users, use relative values |
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fMusicVolume = Utility.GetINIfloat("fVal3:AudioMenu") |
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fVoiceVolume = Utility.GetINIfloat("fVal1:AudioMenu") |
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fEffectsVolume = Utility.GetINIfloat("fVal4:AudioMenu") |
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AudioCategorySFX.SetVolume(fEffectsVolume * 0.75) |
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AudioCategoryMUS.SetVolume(fMusicVolume * 1.20) |
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if fVoiceVolume <= fMusicVolume |
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AudioCategoryVOCGeneral.SetVolume(fMusicVolume * 1.25) |
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else |
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AudioCategoryVOCGeneral.SetVolume(fVoiceVolume * 1.15) |
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endif |
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_00E_Music_Special_Dreams.Remove() |
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_00E_SilenceTransitionHighPriority.Remove() |
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_00E_Music_Special_MQP01_BuildUp.Add() |
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@ -184,11 +198,14 @@ Function PlayIntroAndMovePlayerToShip() |
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Game.PlayBink("EnderalIntro.bik", true, true, true, true) |
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EndIf |
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wait(0.2) |
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;AudioCategoryVOCGeneral.SetVolume(1) |
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;AudioCategoryMUS.SetVolume(0.7) |
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; Eddoursul: restore the original volume level |
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AudioCategoryVOCGeneral.SetVolume(fVoiceVolume) |
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AudioCategoryMUS.SetVolume(fMusicVolume) |
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AudioCategorySFX.SetVolume(fEffectsVolume) |
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AudioCategoryAMBr.SetVolume(1) |
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AudioCategoryAMB.SetVolume(1) |
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AudioCategorySFX.SetVolume(1) |
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MQP02.SetStage(5) |
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AudioCategoryAMB.UnMute() |
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AudioCategoryMAG.UnMute() |
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@ -226,6 +243,10 @@ ObjectReference ExplosionToDisable01 |
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float Property __Config_MuteAmbienceVolume = 0.75 Auto |
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{At which level should the ambience sound be played? (0.5 -> 50% of normal loudness)} |
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float fMusicVolume = 0.75 |
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float fVoiceVolume = 0.75 |
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float fEffectsVolume = 0.75 |
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_00E_QuestFunctions Property Levelsystem Auto |
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MusicType Property _00E_Music_Special_Dreams Auto |
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