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Suggestion: Louder audio setting to be audible against youtube music


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Posted (edited)

Even with game audio sliders at the loudest, it's very soft compared to other programs like Youtube in a browser, when using Youtube as the background music instead of the game's music

It'd be nice if the game could also have louder volume levels to be similar to other programs: it's somewhat annoying to always have to mess with the youtube volume and your volume settings in general when playing this game, then reverting it all back when not playing it

In general the request is: allow making the effects, entity, ambient, weather sound levels higher than the slider's rightmost value currently goes, or perhaps have a master volume slider that allows making them all higher at the same time, so that you can actually hear anything (especially important cues like nearby animals) in the game when having youtube playing music at even a moderate volume

EDIT: by the way, the game music is very good, nothing wrong with it! But listening to youtube allows more variety of music.

Edited by Flexbyte
  • Like 1
  • Flexbyte changed the title to Suggestion: Louder audio setting to be audible against youtube music
Posted (edited)

You mean the effects volume, not the game's music right? Yeah, those sounds are pretty quiet, while the game's music is so loud it's hard to hear anything else. The music here, like everywhere else, is participating in the "loudness wars" My music setting is 5% or 10% or so while effects are 100%. That's where I would balance it, so, yeah, I'd like to see those boosted a bunch.

I don't know whether it's a setting on my machine or it's the default, but when I open the Mixer (right click on the speaker icon in the tray) and pull down the volume of Brave (my browser of choice), when I close then reopen Brave, it's right back up at 100%.

As a workaround, @Apache has a mod called Accessibility Tweaks that lets you add 6dB to the sound effects, roughly doubling them.

Also, there are any number of programs that do batch operations so you could just add however many dB you want to everything in the Sounds directory.

Edited by Thorfinn
Posted (edited)

Wow it turns out those baskets had things in them, and the way to have them become pick-up-able was to completely empty my backpack/basket inventory. Even though there were tons of free spots in that inventory, enough to carry all those baskets and everything inside them, it didn't pick them up

So not only are those baskets weird ghosts with not even a tooltip in them, they could contain valuable items without any visual indication too, and then despawn

So I managed to pick them up now, but I can't say I understand the UI still.

Seems like the safest way to craft backpacks and equip without silently getting your items put in untakeable baskets on the ground, is to first empty your entire basket/backpack inventory, just having more than enough empty slots is not sufficient... Weird

 

EDIT: oops this was supposed to be a reply to https://www.vintagestory.at/forums/topic/13251-basket-lying-on-the-ground-cant-pick-it-up/ instead

Edited by Flexbyte
Posted (edited)

Yeah, what I always do for replacing baskets is to empty the third basket (the first three items in the last row of inventory) and replace it with my new backpack. Then I replace the second basket (the last three of the first row). After that, it's easy to figure out which spaces to empty, first three or last three, depending.

But I think that was probably intended for your other thread. ;) 

Edited by Thorfinn
Posted

It's simple really. The rule is you can't put a container inside another container if it isn't empty.

A skep with bees counts as an occupied container.

You also can't pickup filled chests and barrels. It's what makes the carry-on mod so awesome, being able to move my barrels of wine around at will. Too bad it doesn't work with trunks.

Posted (edited)
11 minutes ago, Krougal said:

Too bad it doesn't work with trunks.

Pretty sure you can set it to do that, it's just disabled by default.

I think a good limit would be chests and trunks have to be carried with both hands, storage vessels can be converted to backpack use with rope(s).

Edited by Thorfinn
Posted (edited)

> It's simple really. The rule is you can't put a container inside another container if it isn't empty.

But if I replace a basket that has 3 slots, with a backpack with 4 slots, increasing my inventory size from 12 to 13, I would expect the game to automatically keep all the items in your inventory since it increased size so it got bigger, not hide them away in a basket that has no indication at all it even has your items inside, no UI interaction, and will despawn after a while too

If there's somehow some technical debt reason in the code why keeping the items in the inventory isn't easy and it has to maintain them per basket somehow, at least it could drop all the items on the ground, not hide them in a basket you can't even UI interact with. Then it would be clear what is happening with all your items, AND the basket would behave normally too instead of being non-pickupable, removing a LOT of confusion. Or give the basket a UI like chests if there are items in it, at least do something when you right click it

(reply to wrong thread still, I know :/ but at least it's a bit of a suggestion now!)

Edited by Flexbyte
Posted (edited)

The items are actually stored in THAT particular container that the inventory spaces come from.

I know, I was like WTF initially too, but if you want to see it yourself, scatter your inventory across multiple slots, then start placing the packs on the ground and picking them up while observing your inventory window.

I was wondering that myself how we wound up on this thread since I clearly remember you making a thread for this.

Edited by Krougal
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