Description

Like the music of Anomaly or other music mods but hate getting snuck up on by bandits and bloodsuckers? Smart Music Mute smoothly decreases the music volume when you first crouch, and brings it back up when you stand up. Includes an optional in-combat mute, a manual mute button, and an MCM to configure all options.

Preview
YesMan's Smart Music Mute
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bobzhe
bobzhe - - 17 comments

Very nice, love it.

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BadaBoom_0325 Online
BadaBoom_0325 - - 571 comments

You're goddamn genius in this too (in a good way of course!).

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PriZraKv01 Online
PriZraKv01 - - 31 comments

I wanted to offer a mod for a long time. I use the artifact properties mod. Some give bonuses for trading, others for combat, others for traveling around the zone. I wanted something like a bag for these artifacts. To move this or that set of artifacts in the inventory with one action. This chip could well work with modules (weight or +to o armor...).

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CyginMDB
CyginMDB - - 133 comments

Great idea Y3sMan this way of manipulating the music volume depending on the situation is something I wanted to see in Anomaly for a while.

I got a couple ideas that you may be a interested in, the first one is to fade out the music when the weather is either Rainy or Stormy, having rain + music results in a unpleasent audio soup that isn't very immersive.

My second idea would be to slowly fade out the music during an emission and bring it back up when its over, same thing as with rain.

Now one could argue that a fix for that would be to simply go in the menu and put the volume at 0 but its kind of immersion breaking having to do that everytime and if its something that can be achieved with a lightweight script it would be a nice QOL.

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oozish
oozish - - 320 comments

I approve of these ideas!

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Y3sMan Author
Y3sMan - - 5 comments

I agree, navigating the menus to silence the music, to improve the immersion in the moment, is counterproductive. These suggestions are nice, and I will investigate their feasibility.
What about one for when you are near a playing radio? That sounds cool

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CyginMDB
CyginMDB - - 133 comments

Oh absolutely that would be a very nice addition too.

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Draugson
Draugson - - 12 comments

I don't understand

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...omaly\gamedata\scripts\zz_yesman_smart_music_mute.script:151: attempt to call field 'get_music_volume' (a nil value)

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Y3sMan Author
Y3sMan - - 5 comments

I apologize, I forgot to mention this mod requires the latest modded exes.
Github.com

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Veiller
Veiller - - 28 comments

Great!

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Guest
Guest - - 690,827 comments

Does it also mute the ingame music if you play PDA radio? That would be golden.

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Y3sMan Author
Y3sMan - - 5 comments

I honestly don't know, I've never liked the PDA radio. I'll investigate it for the next version.
As far as I know there's also a bunch of PDA radio hotkeys you can use for now.

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SalamanderAnder
SalamanderAnder - - 39 comments

Hey the mod seems to not work correctly for me, It doesn't fade out no matter what MCM settings I try, the music just mutes instantly when I crouch. I would prefer for the music to never mute but only lower in volume until I get back up, but the volume adjustment just doesn't seem to work. Maybe it's because I play with my music at 0.3 volume? I'm on gamma if it matters idk.

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blackdal
blackdal - - 6 comments

hi Y3sMan, similar to salamanderander, i can't get this to trigger either in Gamma,
running its latest release (which now includes the demonized .exe to match your prereq).

i've enabled debug in your zz_yesman_smart_music_mute.script
-when i load in, !maxvol and !currentvol both are fixed at 7
-changing music level doesn't affect either value
-crouching triggers the timer
-crouching immediately drops !currenvol to 4, then it drops to 0 soon after (based on timer)
-standing reverses the timer
-once timer ends, the !currentvol value returns to 7 (matching !maxvol)
-pressing the manual mute key doesn't affect music either

However, sound doesn't change at all. Its sounding like the script itself is triggering correctly, but the script can't affect the volume.

any ideas on where to look?

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