OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Tinky the target on 25 Sep 2003, 21:27:12
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Hey,
Was ewondering how to increase the volume of music that I have entered into a mission myself....by using the description extention file.
I noticed there is a db option. which i assume was decibels...but changing that seems to make no difference.
Thanks for any help...once I've sorted this my mission should be just about done!! ;D
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fadesound and fademusic is the commands you're looking for, look em up in the command reference.
:beat: *Gets Shot* :beat:
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Thanks Armstrong...
But I take it that the fademusic command will stay active for the rest of the mission. since at the beginning I have an external piece of music playing, but about 2/3rds of the way through a piece of internal music plays. now the external piece is almost slient without using the fademusic command, but i have a feeling the internal music will be deafening (since i had to set fademusic to full (5) to make the music hearable)...whereas the internal music is quite loud enough without fademusic...
if you understand that!! ;)
Is there another way of making it even louder BTW, as although it is loud enough...i would like it louder!!!! ;D
Thanks
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Try turning the volume knob up on your speakers...
If this isn't what you're wanting, try values greater than 5. You sure that 5 is full volume?
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No, I went up the numbers from 1...6 and 7 didnt seem to make a difference so i assumed 5 is max.
If I turn up the speakers then the ambience and other music will be too loud!!
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It seems to max out at about 10...
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...Why don't you use the fadeMusic command to crank the volume of the first song, and then make a trigger that will lower the fadeMusic variables at a certain point in your map (before the second song)?...
Dunno if it'll work for what you're doing...
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Thanks for the idea!
But what I was wondering now is whether I'm using this command right...
Tell me if I'm wrong but dont most things like this go from 0 to 1 (like setdamage1 is completely dead and like setdamage0.3 will do in legs and stuff). So does fademusic go from 0-1?
I mean I'm sure there is a difference above 1...
??? ??? ???
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I'm definately not too familiar with the fadeMusic command, but from reading posts of people who have had questions about it I've gathered a few things... sorry if it turns out to not be %100 accurate information, I havn't been able to test it all myself.
_variable1 fadeMusic _variable2
_variable1 = The time (in seconds) over which the command will take effect. (if you put in 20, over the next 20 seconds the volume will gradually change)
_variable2 = The change in volume. A number greater than one increases the volume, and a number less than one decreases it. From what I've read, it seems to go from between 0 (no music) to 5 (large volume increase). I'm not sure if the variable is relative to the current volume or not (meaning: if you set it to 1, I don't know if there will be no volume change, or if it will set the music to volume level 1).
So, based on all of this, if you use a script or the On Activation field of a trigger and put in:
10 fadeMusic 5
then it should gradually increase the music volume to max over 10 seconds.
Or, if you put in:
5 fadeMusic .1
it should gradually decrease the volume to a quiet level over 5 seconds.
0 fadeMusic 0
would be used to instantly turn the volume of the music off.
Hope that makes sense, helps you out, and isn't just repeating what you already know... :)
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Thanks for all the help (esp. Omega)...
I guess this is something that I'll have to just mess around with till I bodge the right thing and it works.
;D