Volume change during speech - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Volume change during speech (/thread-16962.html) |
Volume change during speech - lllDash - 07-14-2012 This is not a big problem but i was just curious. Can one lower the music volume when a note is read out loud? In Dark Descent all of Daniel's journals play different music. but I want to keep the same music but have the volume drop just a bit. RE: Volume change during speech - Obliviator27 - 07-14-2012 The PlayMusic function has a volume argument. RE: Volume change during speech - lllDash - 07-16-2012 Playmusic doesn't allow me to change volume of music thats already playing, also, I need the volume to go back to 100% after the player reads a note. I am not aware of a function that does that. If nobody knows, its no big deal. I was just wondering. Thanks for the reply. RE: Volume change during speech - Acies - 07-16-2012 PlayMusic(string& asMusicFile, bool abLoop, float afVolume, float afFadeTime, int alPrio, bool abResume); I believe the "Bool abResume" set to true will allow you to change the volume while having the music playing. Hopefully. RE: Volume change during speech - lllDash - 07-16-2012 (07-16-2012, 10:32 AM)Acies Wrote: PlayMusic(string& asMusicFile, bool abLoop, float afVolume, float afFadeTime, int alPrio, bool abResume);Holy cow! I didn't notice that before. I'll play around with it and see if it works. Thanks. RE: Volume change during speech - lllDash - 07-16-2012 This seems to work: void notevolume(string &in item) { PlayMusic("04_amb.ogg", true, 0.7, 0.5, 2, true); AddTimer("", 0.1f, "musiccomeback"); } void musiccomeback(string &in asTimer) { PlayMusic("04_amb.ogg", true, 1, 0.5, 3, true); } The only problem is that the music's priority increases and that may mess up other musical cues in the level. Sure, I could add "StopMusic" but that would have a split second of no music even if fade is set to 0. |