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 Post subject: Separate Volume Controls
PostPosted: Thu Apr 16, 2015 8:35 pm 
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Someone might have to school me -- it's been a while since I've checked out Oolite. I'm running the development version with the Background Set. I also have Speech Messages: Comm Only turned on in settings. Is there a configuration file somewhere where we can modify sound effects, music and speech message volumes separately? It would be great if there were three separate volume settings in the options menu or is that something that can be OXP'd?


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PostPosted: Fri Apr 17, 2015 8:01 am 
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I don't know about OXPs, but in the core we have only the master volume control in Options. Making three sliders just for sound volume would mean that we would run out of space and require a redesign of the Game Options screen. I am not fully convinced that it's worth the hassle, at least not for v1.82.


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PostPosted: Fri Apr 17, 2015 8:13 am 
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Unless you made every individual sound sample independently settable, it wouldn't solve the problem of the trading bell being too loud compared to the others. Best leave this can of worms alone.


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PostPosted: Fri Apr 17, 2015 8:19 am 
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Quote:
I am not fully convinced that it's worth the hassle, at least not for v1.82.
Agreed. There are probably far more important aspects of the game that the Devs could be working on.
Personally my cockpit is a quiet and peaceful place - I really don't like noise-clutter so I just use the default sound effects, set to a low volume. I find spoken messages are an irritating distraction, and although music plays a huge part in my 'real' life, there is no place for it on my ship.
This is not a functionality I (and probably many others) would ever want. Much better would be a way to selectively disable default sounds. Apart from ECM, lasers and hull-hits, what else do you really need?

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PostPosted: Fri Apr 17, 2015 12:46 pm 
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couldn't you use audacity or similar to reduce the volume of the oog files that are too loud?

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PostPosted: Mon Oct 24, 2016 4:44 pm 
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Quote:
I don't know about OXPs, but in the core we have only the master volume control in Options. Making three sliders just for sound volume would mean that we would run out of space and require a redesign of the Game Options screen. I am not fully convinced that it's worth the hassle, at least not for v1.82.
The BlueDanube sound is WAAAY too load compared to the voice mesages. I replaced the ogg file in /opt/Oolite/oolite.app/Resources/Music with some other file but it looks like the music is hardwired into oolite. The software doesn't read that file at all.
How about allowing to replace the ogg with another music that is less loud?

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PostPosted: Mon Oct 24, 2016 5:19 pm 
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After you replaced the ogg, did you try Shift-restart?


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PostPosted: Mon Oct 24, 2016 8:31 pm 
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Would it be possible to allow volume control for Sound.playMusic()?


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PostPosted: Mon Oct 24, 2016 10:37 pm 
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Quote:
Would it be possible to allow volume control for Sound.playMusic()?
Gets my vote..

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PostPosted: Tue Oct 25, 2016 6:04 am 
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Quote:
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Would it be possible to allow volume control for Sound.playMusic()?
Gets my vote..
I have already something in the works for this. Some more testing needed. Wish me luck, if all OK, we may have it into tonight's nightly.


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PostPosted: Tue Oct 25, 2016 10:26 am 
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I have already something in the works for this. Some more testing needed. Wish me luck, if all OK, we may have it into tonight's nightly.
That would be awesome, a_c!


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PostPosted: Tue Oct 25, 2016 4:37 pm 
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... aaaand here we go. Commit 74bb815 should enable an optional third parameter in the JS Sound class function playMusic, representing the desired volume of the music to play. The parameter is a float capped between 0.0 and 1.0 and is relative to the master gain, which means that a value of 1.0 gives it its full gain at the current master volume setting. Feel free to test and let us know what you think.


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PostPosted: Wed Oct 26, 2016 5:44 am 
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After you replaced the ogg, did you try Shift-restart?
Yes. But that doesn't change a thing.


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PostPosted: Wed Oct 26, 2016 8:27 am 
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Quote:
Quote:
After you replaced the ogg, did you try Shift-restart?
Yes. But that doesn't change a thing.
Hmm. There are OXP/OXZs which are replacing the main theme or docking music. Please try without any AddOn and let us know.


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PostPosted: Wed Oct 26, 2016 8:50 pm 
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Quote:
Quote:
Quote:
After you replaced the ogg, did you try Shift-restart?
Yes. But that doesn't change a thing.
Hmm. There are OXP/OXZs which are replacing the main theme or docking music. Please try without any AddOn and let us know.
I installed RandomDockingMusic.oxp and without removing the addons it worked right away.

So... Thank you very much for the hint.
One other thing, though...

Because my test sound file is rather short I thought i could set it to repeat.

So I changed
Code:
Sound.load(track)
Sound.playMusic(track)
this.OneSecTimer.stop()
to
Code:
Sound.load(track)
Sound.playMusic(track, true)
this.OneSecTimer.stop()
and because that didn't work I tried
Code:
Sound.load(track)
Sound.playMusic(track, "yes")
this.OneSecTimer.stop()
It didn't work as intended (start playing the ogg sound again if it ends before the docking sequence is finished).

I read some documentation and it says:
Code:
[b]playMusic[/b]

function [b]playMusic[/b](soundFile : String [, loop: Boolean])

Play the specified music file, optionally looped. This may have no effect depending on the player’s music settings.
I wonder where those settings are...

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