S_ChangeSoundVolume for Object

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Major Cooke
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S_ChangeSoundVolume for Object

Post by Major Cooke »

Because Object has the ability to play, pause, resume and stop sounds, I think this would be very ideal for objects as well.

What was added is restricted to just actors (A_SoundVolume).
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Pixel Eater
 
 
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Re: S_ChangeSoundVolume for Object

Post by Pixel Eater »

Would that mean the ability to reduce the volume of the Plasma Gun? I began to mess with the audio file recently for night-time play's sake. If so, I'd rather leave it as it is!
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Nash
 
 
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Re: S_ChangeSoundVolume for Object

Post by Nash »

Pixel Eater wrote:Would that mean the ability to reduce the volume of the Plasma Gun? I began to mess with the audio file recently for night-time play's sake. If so, I'd rather leave it as it is!
You could already just create a simple SNDINFO patch that reduces the plasma firing sound with $volume (see [wiki]SNDINFO[/wiki]). Don't need ZScript for that.

This feature suggestion is for more advanced modding cases.
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Graf Zahl
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Re: S_ChangeSoundVolume for Object

Post by Graf Zahl »

The issue here is: The static methods in Object play sounds that are not being assigned to any control object so you cannot change their volume retroactively with another static command because the engine never knows what sound sound needs to be modified.
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The Zombie Killer
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Re: S_ChangeSoundVolume for Object

Post by The Zombie Killer »

S_Sound could be changed to return an int (which would be unique for that instance of the sound), which you could then use with S_ChangeSoundVolume to make it quieter or louder.
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Re: S_ChangeSoundVolume for Object

Post by Nash »

The sound player would benefit an overall update to allow expansion, as discussed here.
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