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Community discussion

Volume control for FX effects.

Started by lightning on 6 July 2023 • 1,117 views

10 posts
#91259

Hi everyone!
Consultation required. How to make the volume of the sound effect (from the "Samples" folder) decrease as Dizzy moves away from the sound source. For example, when he passes by a working machine or equipment?

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#91261

I never worked out how to do this. The SampleVolume command changes the volume of every sound effect together, I don't think DizzyAGE can change the volume of different samples separately.

I could be wrong.

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#91263
[quote data-userid="642" data-postid="91261"]

I never worked out how to do this. The SampleVolume command changes the volume of every sound effect together, I don't think DizzyAGE can change the volume of different samples separately.

I could be wrong.

[/quote]Is it possible to read the value of the volume level from the SampleVolume(percent) function? I can set the "percent" value from 0 to 100 and I want the "percent" value to decrease by 50% if Dizzy turns on the switch. But, I do not know what volume level the player will set for himself in order to play the game comfortably. I tried to count it in idx, but nothing worked for me.

 

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#91264

I assume you've read the 'notes' by Alex where he comments on people setting their own sound level, or even turning off sounds and music, so even writing some huge bit of script checking the % of the sound output and then halving it won't be of any use to players who have turned the sound off. So... my suggestion would be to create a new little graphic file of 'musical notes' that can be switched with the 'normal' musical notes animated tile (or set the scale to less) and just have a comment about the sound getting softer when Dizzy uses the switch.

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#91265
[quote data-userid="279" data-postid="91264"]

I assume you've read the 'notes' by Alex where he comments on people setting their own sound level, or even turning off sounds and music, so even writing some huge bit of script checking the % of the sound output and then halving it won't be of any use to players who have turned the sound off. So... my suggestion would be to create a new little graphic file of 'musical notes' that can be switched with the 'normal' musical notes animated tile (or set the scale to less) and just have a comment about the sound getting softer when Dizzy uses the switch.

[/quote]Hi, Grandad

I did not quite understand your idea, I meant if I can change the volume of the FX, regardless of the volume level set in the game. For example, by default, the volume is set in the SampleVolume(100) function. Dizzy pressed the switch and the volume became (50). If I set the FX level to 50% through the game menu, then when Dizzy turns on the switch, the volume level should be 25%. I was wondering if it's possible to read the value of the current volume parameter into a variable, change it and then return it to the SampleVolume() function?

Something like this:
Volume; // volume level FX
Buffer; //work variable, temporary

Buffer=Volume;
Volume=Buffer/2;

 

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#91266

Don't know if this is of any help, but didn't Colin do a volume technique for the underground waterfall in 'Summer Blast Dizzy'?

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#91269

@lightning If you all you need is for one sound effect to drop in volume 50%, why not just have two separate samples, a loud one and a quiet one, and stop one and start the other when Dizzy flicks the switch?

Or have I misunderstood what you need?

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#91270
[quote data-userid="642" data-postid="91269"]

@lightning If you all you need is for one sound effect to drop in volume 50%, why not just have two separate samples, a loud one and a quiet one, and stop one and start the other when Dizzy flicks the switch?

Or have I misunderstood what you need?

[/quote]I liked your idea, I will try to create test samples with different volume levels in an audio editor.

Thanks for the tip, Noggin the Nog.

 

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#91273
@lightning Simon's idea is good... as long as players have the sound on. My idea was for players who don't have the sound on, because if you don't have a visual or 'spoken' comment about the sound getting softer, they won't see (or hear) any difference when the switch is pulled.
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#91274
[quote data-userid="279" data-postid="91273"]

@lightning Simon's idea is good... as long as players have the sound on. My idea was for players who don't have the sound on, because if you don't have a visual or 'spoken' comment about the sound getting softer, they won't see (or hear) any difference when the switch is pulled.

[/quote]Yes, you are right, when you turn on the switch, you also need to add a 'spoken' comment. I'm still trying different options to see how it works. And I did not think that the sound can be turned off completely. You told me about it before, now I paid attention to it. Thanks for the tip, Grandad.

 

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