Separate Volume Controls

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XB7
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Separate Volume Controls

Post by XB7 »

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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Re: Separate Volume Controls

Post by another_commander »

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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Re: Separate Volume Controls

Post by Wildeblood »

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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Re: Separate Volume Controls

Post by Smivs »

another_commander wrote:
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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Re: Separate Volume Controls

Post by spud42 »

couldn't you use audacity or similar to reduce the volume of the oog files that are too loud?
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Re: Separate Volume Controls

Post by washuu_de »

another_commander wrote:
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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Re: Separate Volume Controls

Post by another_commander »

After you replaced the ogg, did you try Shift-restart?
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Re: Separate Volume Controls

Post by Svengali »

Would it be possible to allow volume control for Sound.playMusic()?
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Re: Separate Volume Controls

Post by Diziet Sma »

Svengali wrote:
Would it be possible to allow volume control for Sound.playMusic()?
Gets my vote..
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Re: Separate Volume Controls

Post by another_commander »

Diziet Sma wrote:
Svengali wrote:
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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Re: Separate Volume Controls

Post by Svengali »

another_commander wrote:
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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Re: Separate Volume Controls

Post by another_commander »

... 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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Re: Separate Volume Controls

Post by washuu_de »

another_commander wrote:
After you replaced the ogg, did you try Shift-restart?
Yes. But that doesn't change a thing.
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Re: Separate Volume Controls

Post by Svengali »

washuu_de wrote:
another_commander wrote:
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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Re: Separate Volume Controls

Post by washuu_de »

Svengali wrote:
washuu_de wrote:
another_commander wrote:
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: Select all

Sound.load(track)
Sound.playMusic(track)
this.OneSecTimer.stop()
to

Code: Select all

Sound.load(track)
Sound.playMusic(track, true)
this.OneSecTimer.stop()
and because that didn't work I tried

Code: Select all

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: Select all

[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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