slavatrumpevitch on 24/4/2016 at 22:00
Hi all,
I want to make an inventory item that, when used, completely silences the game world (ambient sounds, music, guards, footsteps, running water, etc... even garret's own grunts if possible).
I want it to be toggled such that the player hears nothing when the item is activated and but hears everything again when the item is deactivated.
How might this be done?
Thanks!!
Yandros on 24/4/2016 at 22:05
I don't know of any way to do that.
FenPhoenix on 24/4/2016 at 22:19
Heartcliff Islands (by qolelis) did exactly that, with the "clumps of wax" item. I'm no editor so I can't help you as to how it was done, but maybe someone else can chime in.
Nameless Voice on 24/4/2016 at 22:54
You might be able to cheat a bit by adding a property to one of the high-level schema archetypes to mute all descendants. One of the schema properties might have useful options.
Alternately, it might be possible to use a command control to change the game's volume level via console commands. Not sure how you'd restore it back to the player's old level afterwards, though.
R Soul on 24/4/2016 at 22:58
Good thing you saw this thread Fen. I had a look and saw qolelis used his own custom script.
Some 'ClumpsOfBeeswax' objects have ScriptParams links to obj 1230. Only qolelis can say whether or not it's wise to replicate his setup.
NV: I had a go at using S&R to add AttenuationFactor: 0 to the Sound archetype. The result was unstable :cheeky:
Nameless Voice on 25/4/2016 at 22:27
You can make schemas inaudible by setting their Schema->Play Params: Volume to something like -32000.
I've used that to force-mute sound effects in the past.