Use relative volume levels in the accusation scene instead of cranking up the volume to 100%
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music/enderal/special/enderal - die toten vergessen nicht (build-up).xwm
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music/enderal/special/enderal - die toten vergessen nicht (build-up).xwm
(Stored with Git LFS)
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@ -89,10 +89,24 @@ Function StartFatherAccuseScene()
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AudioCategoryAMBr.SetVolume(__Config_MuteAmbienceVolume)
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AudioCategoryAMBr.SetVolume(__Config_MuteAmbienceVolume)
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AudioCategoryAMB.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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;AudioCategoryMUS.SetVolume(3.25)
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;AudioCategoryVOCGeneral.SetVolume(7.5)
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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_Music_Special_Dreams.Remove()
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_00E_SilenceTransitionHighPriority.Remove()
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_00E_SilenceTransitionHighPriority.Remove()
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_00E_Music_Special_MQP01_BuildUp.Add()
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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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Game.PlayBink("EnderalIntro.bik", true, true, true, true)
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EndIf
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EndIf
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wait(0.2)
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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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AudioCategoryAMBr.SetVolume(1)
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AudioCategoryAMB.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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MQP02.SetStage(5)
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AudioCategoryAMB.UnMute()
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AudioCategoryAMB.UnMute()
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AudioCategoryMAG.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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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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{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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_00E_QuestFunctions Property Levelsystem Auto
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MusicType Property _00E_Music_Special_Dreams Auto
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MusicType Property _00E_Music_Special_Dreams Auto
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