Use relative volume levels in the accusation scene instead of cranking up the volume to 100%

This commit is contained in:
Eddoursul 2022-09-01 16:38:08 +02:00
parent 0b83918c3d
commit 0804c304b9
3 changed files with 26 additions and 8 deletions

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@ -89,10 +89,24 @@ Function StartFatherAccuseScene()
AudioCategoryAMBr.SetVolume(__Config_MuteAmbienceVolume) AudioCategoryAMBr.SetVolume(__Config_MuteAmbienceVolume)
AudioCategoryAMB.SetVolume(__Config_MuteAmbienceVolume) 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) ;AudioCategoryMUS.SetVolume(3.25)
;AudioCategoryVOCGeneral.SetVolume(7.5) ;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_Music_Special_Dreams.Remove()
_00E_SilenceTransitionHighPriority.Remove() _00E_SilenceTransitionHighPriority.Remove()
_00E_Music_Special_MQP01_BuildUp.Add() _00E_Music_Special_MQP01_BuildUp.Add()
@ -184,11 +198,14 @@ Function PlayIntroAndMovePlayerToShip()
Game.PlayBink("EnderalIntro.bik", true, true, true, true) Game.PlayBink("EnderalIntro.bik", true, true, true, true)
EndIf EndIf
wait(0.2) 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) AudioCategoryAMBr.SetVolume(1)
AudioCategoryAMB.SetVolume(1) AudioCategoryAMB.SetVolume(1)
AudioCategorySFX.SetVolume(1)
MQP02.SetStage(5) MQP02.SetStage(5)
AudioCategoryAMB.UnMute() AudioCategoryAMB.UnMute()
AudioCategoryMAG.UnMute() AudioCategoryMAG.UnMute()
@ -226,6 +243,10 @@ ObjectReference ExplosionToDisable01
float Property __Config_MuteAmbienceVolume = 0.75 Auto float Property __Config_MuteAmbienceVolume = 0.75 Auto
{At which level should the ambience sound be played? (0.5 -> 50% of normal loudness)} {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 _00E_QuestFunctions Property Levelsystem Auto
MusicType Property _00E_Music_Special_Dreams Auto MusicType Property _00E_Music_Special_Dreams Auto