[Bf-committers] Game Engine Audio Mute

Juan Julio Peña Mena jjulio.pena at verizon.net.do
Fri Dec 31 15:05:57 CET 2004



> Do you mean all existing sounds, or the "master volume"? If the actuator
> alters the master volume, you obviously won't be able to add any 'louder'
> sound then anymore... If it just lowers the volume of all existing
> sounds though, that would be possible...
> 


Of course the same actuator or it's counterpart will have the power to
restore the sounds volume by a preset-factor (100%, 50%, etc.) to its
former state. The idea is that it would reduce the gloval volume of the
game engine untill the user decides so.

It is mainly for cases when you are playing on full screen mode (no
speakers icon in sight) and somebody enters the room where you are and
starts talking to you (or calls you on the phone) and for any reason you
can't or desire to reach your speakers physical volume control.  In my
own case, I have the computer hooked up to a remote controlled 5.1
speakers system, and on those situations when I have to lower the volume
in a hurry I never can't figure out where the remote is located.

Of course, the "volume actuator" could be used in-game to momentary
lower the ambient sound and enhance the voices, or the other way around,
where you want the ambient sounds to go unsually high.. (reminds me when
Lara Croff finally reaches the top of the Great Chinesse Wall in Tomb
Raider II... wind is almost all you can hear).

The last approach would need a way to flag sound emisors like
"attenuable" and "unattenuable", so some of them are not affected by the
volume actuator.


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