Arma 3 Version: 1.66 (stable)
CBA Version: 3.1.2 (stable)
ACE3 Version: 3.9.0 (stable)
Mods:
@CBA_A3@aceDescription:
ace_common_setHearingCapabilityMap is empty at start, but the actual volume is cut in half for all (sound, radio, music).Steps to reproduce:
playMusic "LeadTrack04a_F";call ace_hearing_fnc_updateVolume; which will double up the volume bringing it in to the 1 level (as it is on the start of the game with combat deafness enabled).Where did the issue occur?
Placed Modules:
RPT log file:
I can reproduce in vanilla.
Oh wow, okay.
Is fadeMusic supposed to start at 0.5 or is it bugged?
Should ear plugs even effect music?
Not sure. Gonna try this myself on vanilla.
A comment to the Should ear plugs even effect music I don't think so.
We are using Music in Missions like many People probably do. And we would sometimes like the Music not to be affected by the deafness.
@KiritoKun223 can tell more.
Also this breaks the Zeus Music Module's Volume setting. As the Volume is almost instantly getting reset by ACE hearing.
Did some tests. It seems that fadeSound starts at 1 in vanilla. But fadeMusic is at 0.5 for some reason.
as @dedmen said, also earplugs affect the music volume, but so do helmets, like the ones from RHS which have integrated earphones. When opening the music module of zeus, the sound is automatically set to like 50 percent with earplugs and to around 25 or less with the helmets. If you set it up, you can hear the volume jump to the point where you set it to, but nearly instantly going back to 50 or 25 percent, even though the volume slider doesnt move a bit. Re-opening the music module results in it being 50 or 25 percent again
So fadeMusic is 0.5 at start isn't a bug. It's a feature according to the wiki.
https://community.bistudio.com/wiki/fadeMusic
I'm leaning towards ACE just ignoring fadeMusic and not touching it at all.
Most helpful comment
I'm leaning towards ACE just ignoring
fadeMusicand not touching it at all.