From 0804c304b90e34c3df51375985a93301de4b027b Mon Sep 17 00:00:00 2001 From: Eddoursul Date: Thu, 1 Sep 2022 16:38:08 +0200 Subject: [PATCH] Use relative volume levels in the accusation scene instead of cranking up the volume to 100% --- ...- die toten vergessen nicht (build-up).xwm | 3 -- scripts/_00e_mqp01_functions.pex | Bin 9811 -> 10221 bytes source/scripts/_00e_mqp01_functions.psc | 31 +++++++++++++++--- 3 files changed, 26 insertions(+), 8 deletions(-) delete mode 100644 music/enderal/special/enderal - die toten vergessen nicht (build-up).xwm diff --git a/music/enderal/special/enderal - die toten vergessen nicht (build-up).xwm b/music/enderal/special/enderal - die toten vergessen nicht (build-up).xwm deleted file mode 100644 index f4e8d1d6..00000000 --- a/music/enderal/special/enderal - die toten vergessen nicht (build-up).xwm +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:ce7e95e76d007befbd59c2d5a6fe56d66bf0cf8722e7530f422e6ee256d825dd 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AudioCategoryAMB.SetVolume(__Config_MuteAmbienceVolume) - AudioCategorySFX.SetVolume(__Config_MuteAmbienceVolume) - ; SE: Disabled sound volume manipulation, we don't know user's setup and don't want to deafen them + ;AudioCategoryMUS.SetVolume(3.25) ;AudioCategoryVOCGeneral.SetVolume(7.5) + + ; Eddoursul: Instead of setting volume to 1, deafening some users, use relative values + fMusicVolume = Utility.GetINIfloat("fVal3:AudioMenu") + fVoiceVolume = Utility.GetINIfloat("fVal1:AudioMenu") + fEffectsVolume = Utility.GetINIfloat("fVal4:AudioMenu") + + AudioCategorySFX.SetVolume(fEffectsVolume * 0.75) + AudioCategoryMUS.SetVolume(fMusicVolume * 1.20) + + if fVoiceVolume <= fMusicVolume + AudioCategoryVOCGeneral.SetVolume(fMusicVolume * 1.25) + else + AudioCategoryVOCGeneral.SetVolume(fVoiceVolume * 1.15) + endif + _00E_Music_Special_Dreams.Remove() _00E_SilenceTransitionHighPriority.Remove() _00E_Music_Special_MQP01_BuildUp.Add() @@ -184,11 +198,14 @@ Function PlayIntroAndMovePlayerToShip() Game.PlayBink("EnderalIntro.bik", true, true, true, true) EndIf wait(0.2) - ;AudioCategoryVOCGeneral.SetVolume(1) - ;AudioCategoryMUS.SetVolume(0.7) + + ; Eddoursul: restore the original volume level + AudioCategoryVOCGeneral.SetVolume(fVoiceVolume) + AudioCategoryMUS.SetVolume(fMusicVolume) + AudioCategorySFX.SetVolume(fEffectsVolume) + AudioCategoryAMBr.SetVolume(1) AudioCategoryAMB.SetVolume(1) - AudioCategorySFX.SetVolume(1) MQP02.SetStage(5) AudioCategoryAMB.UnMute() AudioCategoryMAG.UnMute() @@ -226,6 +243,10 @@ ObjectReference ExplosionToDisable01 float Property __Config_MuteAmbienceVolume = 0.75 Auto {At which level should the ambience sound be played? (0.5 -> 50% of normal loudness)} +float fMusicVolume = 0.75 +float fVoiceVolume = 0.75 +float fEffectsVolume = 0.75 + _00E_QuestFunctions Property Levelsystem Auto MusicType Property _00E_Music_Special_Dreams Auto