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

master
Eddoursul 2 years ago
parent 0b83918c3d
commit 0804c304b9
  1. BIN
      music/enderal/special/enderal - die toten vergessen nicht (build-up).xwm
  2. BIN
      scripts/_00e_mqp01_functions.pex
  3. 31
      source/scripts/_00e_mqp01_functions.psc

Binary file not shown.

@ -89,10 +89,24 @@ Function StartFatherAccuseScene()
AudioCategoryAMBr.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)
;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

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