Difference between revisions of "Mute/Restore Volume (CMS)"
From The Official Visionaire Studio: Adventure Game Engine Wiki
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This script allows you to mute or restore the volume for all sound types; it is also possible from Visionaire Studio 4.0 onwards to mute/restore volume via the new eGlobalVolume command. see [[#eGlobalVolume_Method|eGlobalVolume Method]]. | This script allows you to mute or restore the volume for all sound types; it is also possible from Visionaire Studio 4.0 onwards to mute/restore volume via the new eGlobalVolume command. see [[#eGlobalVolume_Method|eGlobalVolume Method]]. | ||
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{| class="toccolours mw-collapsible mw-collapsed ts" | {| class="toccolours mw-collapsible mw-collapsed ts" |
Revision as of 22:44, 27 September 2014
Name | Type | By |
---|---|---|
Mute/Restore Volume | Definition | AFRLme |
This script allows you to mute or restore the volume for all sound types; it is also possible from Visionaire Studio 4.0 onwards to mute/restore volume via the new eGlobalVolume command. see eGlobalVolume Method.
Additional Info |
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Volume types currently available... |
eMusicVolume(0), eSoundVolume(1), eSpeechVolume(2), eMovieVolume(3), eGlobalVolume(4) |
Instructions
1. Add the main script to the Visionaire Studio Script Editor & set the script as a definition script.
2. Create condition "cond_mute" & set default value to false.
3. Create 5 values "vol_0", "vol_1", "vol_2", "vol_3" & "vol_4" - these will be used to store volumes values.
4. To mute/restore volume add an execute a script to a key input, button or scene object, containing...
globalMute()
Main Script
--[[
Mute/Restore Volume [V1] (20/03/2014)
Written by AFRLme [Lee Clarke]
-- + --
alternatingfrequencies@hotmail.com | skype @ AFRLme
-- + --
This script is donation optional. In game credit is non-negotiable.
You are free to: ¹ use it in your game(s). ² modify the script.
Do not remove - or edit - this comment block.
--]]
-- * local variables * --
local cond = getObject("Conditions[cond_mute]") -- store muted condition
-- * function that determines if sound should be muted or restored * --
function globalMute()
if not cond:getBool(VConditionValue) then -- if not muted then...
for i = 0, 4 do -- (0, 2) if you are still on 3.7.1 or below (eMovieVolume(3) & eGlobalVolume(4) from visionaire studio 4.0 onwards)
getObject("Values[vol_" .. i .. "]"):setValue(VValueInt, getVolume(i)) -- store volume i into linked editor value
setVolume(i, 0) -- set volume i to 0
end
cond:setValue(VConditionValue, true) -- set muted condition to true
else -- if already muted then do...
for i = 0, 4 do -- (0, 2) if you are still on 3.7.1 or below (eMovieVolume(3) & eGlobalVolume(4) from visionaire studio 4.0 onwards)
setVolume(i, getObject("Values[vol_" .. i .. "]"):getInt(VValueInt)) -- return volume level for i based on linked editor value
end
cond:setValue(VConditionValue, false) -- set muted condition to false
end
-- startVolSlider() -- uncomment this line if you are also using the volume slider script
end
eGlobalVolume Method
--[[
Mute/Restore Volume (global method; visionaire studio 4.0+ only) [V1] (20/03/2014)
Written by AFRLme [Lee Clarke]
-- + --
alternatingfrequencies@hotmail.com | skype @ AFRLme
-- + --
This script is donation optional. In game credit is non-negotiable.
You are free to: ¹ use it in your game(s). ² modify the script.
Do not remove - or edit - this comment block.
--]]
-- * local variables * --
local cond = getObject("Conditions[cond_mute]") -- store muted condition
-- * function that determines if sound should be muted or restored * --
function globalMute()
if not cond:getBool(VConditionValue) then setVolume(eGlobalVolume, 0); cond:setValue(VConditionValue, true) else setVolume(eGlobalVolume, 100); cond:setValue(VConditionValue, false) end
end
Relevant Pages: Volume Control |