URL:
<http://gna.org/bugs/?15522>
Summary: WML to adjust scenario music volume
Project: Battle for Wesnoth
Submitted by: ancestral
Submitted on: Tuesday 03/02/2010 at 08:52
Category: Feature Request
Severity: 1 - Wish
Priority: 5 - Normal
Item Group: WML
Status: None
Privacy: Public
Assigned to: None
Originator Email:
Open/Closed: Open
Discussion Lock: Any
Release: 1.7.x
Operating System: Any
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Details:
I propose having a key or tag, perhaps under the [message] or [sound] tag,
which would quiet the music volume. I suggest quieting it as a percent of the
current volume for a specified number of ms (or if possible, the length of a
specified sound being played). When done, the previous music volume would
resume, with the music, all the while, still playing.
This could have many applications; for example, you could have the scenario
focus on a sound effect of rocks crumbling as an event triggers when a
character is moving through a cavern. You could also have voiceovers for
characters who are speaking, or even narration, like for a tutorial.
Meanwhile the music isn’t interrupted for doing this.
(Why a percent? Some people may be controlling the volume primarily through
speakers. If Player A has her music volume at ‘2’ and Player B has his at
‘4’, but they’ve adjusted their speakers so the music sounds just as
loud on each, a setting of ‘1’ would sound a lot louder for Player A than
for Player B.)
Relevant discussion:
http://www.wesnoth.org/forum/viewtopic.php?f=14&t=29039
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