so the preferred solution here would be create an mod option soundlevel_for_alerts [1 100] and do something like
play_sounds(... volume_modifier=(factor * soundlevel_for_alerts / 100))
instead of suggested:
play_sounds(type=alert, ...) -- tells the call use alert audio level of main settings ...
Search found 3 matches
- Mon Jan 14, 2019 8:34 pm
- Forum: Modding interface requests
- Topic: play_sound missing type
- Replies: 4
- Views: 1384
- Sat Jan 12, 2019 10:30 am
- Forum: Modding interface requests
- Topic: play_sound missing type
- Replies: 4
- Views: 1384
Re: play_sound missing type
It doesn't care what it was originally meant for.
Yep and this is why I ask for addition of type. It would be enough to specify of the existing ones. As said if a mod plays alerts it would be nice to use play_sound(type=alert, .... ) to map to volume of alerts of audio settings. No new categories ...
Yep and this is why I ask for addition of type. It would be enough to specify of the existing ones. As said if a mod plays alerts it would be nice to use play_sound(type=alert, .... ) to map to volume of alerts of audio settings. No new categories ...
- Wed Jan 09, 2019 12:31 pm
- Forum: Modding interface requests
- Topic: play_sound missing type
- Replies: 4
- Views: 1384
play_sound missing type
TL;DR
The modding API missing type of sound to play which results in mods throw alerts use audio config of effect-sounds.
What ?
Suggestion is just to add "type" to the api call (player.play_sounds not sure if game.play_sounds require it too, as there it all might be alerts?) to specify an ...
The modding API missing type of sound to play which results in mods throw alerts use audio config of effect-sounds.
What ?
Suggestion is just to add "type" to the api call (player.play_sounds not sure if game.play_sounds require it too, as there it all might be alerts?) to specify an ...