Currently we never adjust the SFX audio bus volume automatically, only under the user's manual control.
Unlike music (#637) I think it would actually be correct to fade SFX out and in along with the visual fade. For an example, go to Fray's End and start the musician's quest. I think it sounds bad that the ambient water/tree/white noise immediately plays at full volume; and that it cuts abruptly when you collect the thread and move to the ink combat scenes.
The simple option would be do this in transitions.gd, with e.g.
func _set_sfx_volume(volume_linear: float) -> void:
AudioServer.set_bus_volume_linear(AudioServer.get_bus_index(&"SFX"), volume_linear)
# ...
var current_volume := AudioServer.get_bus_volume_linear(AudioServer.get_bus_index(&"SFX"))
tween_method(_set_sfx_volume, current_volume, 0.0)
# ...
tween_method(_set_sfx_volume, 0.0, current_volume)
This would need to be a parallel call on the same tweens.
Annoyingly Callable.bind binds from the right, not left, so can't be used.
XP Summary (total 300)
| Subdomain |
Skill |
XP |
| Engineering: Gameplay & Systems Programming |
Problem Solving |
75 |
| Engineering: Gameplay & Systems Programming |
Creativity & Design Thinking |
75 |
| Engineering: Gameplay & Systems Programming |
Technical Literacy |
150 |
Currently we never adjust the SFX audio bus volume automatically, only under the user's manual control.
Unlike music (#637) I think it would actually be correct to fade SFX out and in along with the visual fade. For an example, go to Fray's End and start the musician's quest. I think it sounds bad that the ambient water/tree/white noise immediately plays at full volume; and that it cuts abruptly when you collect the thread and move to the ink combat scenes.
The simple option would be do this in
transitions.gd, with e.g.This would need to be a parallel call on the same tweens.
Annoyingly
Callable.bindbinds from the right, not left, so can't be used.XP Summary (total 300)