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Topic review
   

Expand view Topic review: SetCVar

by Graf Zahl » Tue Oct 24, 2006 1:41 am

No, it's not in. The only thing that's in is some functions that can set such a volume scaling factor.

by edward850 » Mon Oct 23, 2006 8:36 pm

So does this mean its in?
if so, how will the comand work?

by Graf Zahl » Mon Oct 23, 2006 2:24 pm

All the internal mechanisms for music fading are already there - except the maintenance of this state. It simply needs a little time to implement but that's the one thing I haven't had recently.

by Bio Hazard » Mon Oct 23, 2006 12:16 pm

Really I'd rather do int tics for time instead of float seconds, but float seconds seems to be the norm for these types of functions.

by HotWax » Mon Oct 23, 2006 12:13 pm

Bio's solution seems to be the best suggestion so far. Graf, do you want to comment on it here or should we create a new thread for it?

by Risen » Mon Oct 23, 2006 10:06 am

Volume controls should be implemented on a separate control than those the user can change. If the user's master is set to 50%, then an ACS volume setting of 50% is actually 25%. Programs should never be allowed to exceed a user's set volume, and should accept it as normal.

by edward850 » Sat Oct 21, 2006 1:27 am

you mean like this, I love it...

Code: Select all

Musicfade(float seconds, float destination, int players, str music);

Seconds = amount of seconds to fad in or out
Destination = the final point of music fadeing (0.0 being muted, 1.0 being full)
Players = 0 to affect the player who activated the script or 1 to affect every player
Music = the music to be set, if blank, don’t change the music
[/quote]

by Bio Hazard » Sat Oct 21, 2006 1:22 am

Why not have a destination volume? That way you could have the music get a bit quieter when someone is talking (with voiceover) and then you can raise it back up to wherever it was.

If you did that, there would be no need for 2 seperate fading functions.

FadeMusic(float target,float seconds,int players);

Code: Select all

FadeMusic(0.5,1.0,0); // fade music to 50% of the user's music setting
delay(35);
ambientsoundid("talk1",128,1);
soundwait(1);
FadeMusic(1.0,1.0); // fade music to 100% of the user's music setting

Code: Select all

// Fade music out, change the song and fade it in.
FadeMusic(1.0,5.0,1);
SetMusic("newsong");
FadeMusic(1.0,5.0,1);

by edward850 » Fri Oct 20, 2006 9:16 pm

I would like it, but it should be like this...

Code: Select all

Fadeout(float seconds, int players);
Fadein(float seconds, int players, str music);

Seconds = amount of seconds to fad in or out
Players = 0 to affect the player who activated the script or 1 to affect every player
Music = the music to be set, if blank, don’t change the music

by HotWax » Fri Oct 20, 2006 7:49 pm

TheDarkArchon wrote:
David Ferstat wrote: If a mapper has gone to the trouble of selecting specific music, and determining specific circumstances where this music should fade in or out, or change to a different music track, then it's the player's loss if he/she ignores this.
If fades mean setting the volume, the player can have a nasty jumping if the volume suddenly goes on.
"Fade" could easily mean having two very simple ACS commands:

Code: Select all

FadeOut(float seconds)

Lowers the volume of the music to 0 over the amount of seconds specified.

FadeIn(str music, float seconds)

Disables the music (if any) and fades in the specified music track over the amount of seconds specified.  If seconds is < 1.0, it is assumed to be 1.0.
No jumping, and no overriding the user's set volume. Happy?

by TheDarkArchon » Fri Oct 20, 2006 4:23 pm

David Ferstat wrote: If a mapper has gone to the trouble of selecting specific music, and determining specific circumstances where this music should fade in or out, or change to a different music track, then it's the player's loss if he/she ignores this.
If fades mean setting the volume, the player can have a nasty jumping if the volume suddenly goes on.
You've got a volume control on your speakers/headphones. Use it. Oh, you mean the mapper has the music volume set higher than the sound effects? Well that's an error that can the mapper can, and should, fix.
Actually, I don't. My laptops speakers nor my headphones have volume controls. Also, there's the issue of audio balance which headphone/speaker controls don't control.
MUS? OPL? More information, please.
OPL is a chip on old soundcards that Doom used to play music. ZDoom can emulate it, though by default it uses MIDI. The crunch of the matter is that if the player uses OPL emulation, it's controled by a different volume slider than if MIDI was used.

by HotWax » Fri Oct 20, 2006 3:14 pm

Forcing it the same as maximum screenblocks (no status bar, no HUD of any kind) would work just fine for every scenario. The mapper would then have to draw a custom HUD using ACS from scratch, which shouldn't be a problem.

If it's determined useful you could also have a parameter that controls whether to draw the fullscreen HUD or not.

Regarding the original point of this thread, I strongly disagree, but as I can see this isn't getting anywhere, I guess I'll accept it. I do agree it's ironic how you keep saying we should make specific requests when those requests have been repeatedly shot down in the past.

by Bio Hazard » Fri Oct 20, 2006 2:53 pm

Graf Zahl wrote:Ok, but what show instead? Full screen with the weapon lowered to the bottom of the screen isn't a problem. But what if you want to replace the status bar? Currently we have 4 different ones so a generic solution is not as simple as it might seem at first. There's also factors like scaling and such that might complicate matters.
Functions can have arguments can't they? If that's too hard for you, I'm sure forcing it to the same as fullscreen would be fine for most cases.

by edward850 » Fri Oct 20, 2006 2:49 pm

Do you really think you have won this topic?

by Graf Zahl » Fri Oct 20, 2006 2:41 pm

edward850 wrote: If not abused this can be the most powerful command in ACS

I'm allowed to laugh about this statement, aren't I? :P

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