GECK funtions with reguards to ingame sound.

Post » Sat May 15, 2010 12:03 am

I am having a scene where the player is knocked to the ground, and then letters fly by their screen, being the opening titles of my mod. While this happens, in the backround is a bunch of the players friends being mauled to death by mutants and such. Is there a way I can dim the games sound? Or like turn it off or something? I would like to play music while the words appear in front of you, but not have it overdone by the shooting, fighting, and yelling noises in the backround. Or can I change base settings for things like Ingame FX, and Music, like the player can on the pause menu? If these are based off of game settings, like a multiplyer or something, I can just turn that down, right? Then what level they have slected in their options is lowered? Or does this not exist? Thanks to anyone who can help.

Gunmaster95
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Josephine Gowing
 
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Post » Sat May 15, 2010 11:59 am

Its funny, you answered a simlar question yourself. Go the the game settings screen then Audio, then just slide the "Master" down until you have the desired overall sound, then make your recording.
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Sarah MacLeod
 
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Post » Sat May 15, 2010 8:07 am

Ha. Ha. Ha. I don't mean on my machine, and I'm not making a recording. Its for whoever is playing my mod since this is all happening live, not as a bink. I figured it was different than video settings, as sound in FO3 is always the same. With video you can have a really good or bad video card, sound is sound (at least in FO3) so I figured there might be a game setting that affected it.
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flora
 
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Post » Sat May 15, 2010 10:51 am

Sound manipulation via script has always been a weakness in the engine unfortunately, obse had some extra commands for changing the different volumes, dont recall seeing them in fose yet though.
If its not too much action you could probably get away with it, as long as the music is dynamic enough to hold attention.

Id be more concerned about the cut-scene scripting, as it is quite doable but quite laborious. Thats if your going to do any camera moves or just have it POV.

Edit: One perk to scripted camera moves in your case is you can move it away from the action, thus achieving the effect your after. But if your not up to scratch on your maths your in for a, LONG, fun ride :P
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Brooke Turner
 
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Post » Sat May 15, 2010 12:55 am

Well that math wouldnt be a problem, I am in high school so its all very fresh in my mind :P (unlike how an older person might have gone 30 years without any math.) I think what I will do, is simply have a bink play instead. I just don't see what I had in mind looking good with the cell I have thus far developed. The player will be knocked down, a bink plays, then they stand up.
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Sarah Kim
 
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