Kaks wrote:You could think of it as going inside a phone box when looking at mission screens, something that would tend to muffle out all external sounds...
Yes, probably the last thing we would like to
see hear .-) And I'm already pretty happy that we have the Sound Class at all. It gives us so many options to do things.
Scriptupdate to v1.3.1 is online
Changes:
- Script stops looped ambient sound on GUI_SCREEN_LOAD based on timer interval.
- On entering missionscreen it stops music+looped ambient sound (based on timer interval, one after the other). FX part remains (max 9sec) with fadeout to make the 'break' less feelable.
- Between missionscreens no popping in anymore.
- After leaving missionscreen(s) audio comes back.
- Workaround for player died while on status screen
BGS_ScriptUpdateTo1.3.1.zip (6.4KB)
It would be very interesting to get some feedback, specially about the new missionscreen and LOAD screen handling and about the remaining FX part on missionscreens. The used delay for missionscreens should be big enough (300ms) to avoid the popping in (I've tested it with RandomHits and Thargoids new ship), but I'm not sure if it's the case on all machines.
Patches for other soundpacks are available:
- CustomSounds
- Halsis
- Hawksound
Patches for other soundpacks require the original oxp and BGS-A or BGS-M. They can be installed like any other oxp and will use the mechanism in BGS for the jumpcountdowns with it's own files. The idea behind these patches is that the oxps don't have to be changed, they are still working as standalone oxp and the changes are not necessary anymore when Oolite gets new possibilities, because BGS can detect it (and react on this) then. It's future music (he), but who knows .-)