Ace3: Volume issues with combat deafness disabled

Created on 22 Feb 2017  路  9Comments  路  Source: acemod/ACE3

Arma 3 Version: 1.66 (stable)
CBA Version: 3.1.2 (stable)
ACE3 Version: 3.9.0 (stable)

Mods:

  • @CBA_A3
  • @ace

Description:

  • This is a separate issue that is related to the hearing module. I did some tests and found out something strange. When combat deafness is disabled ace_common_setHearingCapabilityMap is empty at start, but the actual volume is cut in half for all (sound, radio, music).

Steps to reproduce:

  • Add hearing module.
  • Set combat deafness to disabled.
  • Launch the mission.
  • Launch some music, example - playMusic "LeadTrack04a_F";
  • Execute - 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?

  • Dedicated / Self-Hosted Multiplayer / Singleplayer / Editor (Singleplayer) / Editor (Multiplayer) / Virtual Arsenal

Placed Modules:

  • Hearing module with combat deafness disabled.

RPT log file:

  • N/A.
faulBI statudiscussion

Most helpful comment

I'm leaning towards ACE just ignoring fadeMusic and not touching it at all.

All 9 comments

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.

Was this page helpful?
0 / 5 - 0 ratings

Related issues

armyinf0703 picture armyinf0703  路  3Comments

Avokadomos picture Avokadomos  路  3Comments

Herbiie picture Herbiie  路  3Comments

lividsubset3 picture lividsubset3  路  3Comments

DieselJC picture DieselJC  路  3Comments