FunkinCrew / Funkin

A rhythm game made with HaxeFlixel
https://www.newgrounds.com/portal/view/770371
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Bug Report: A-Bot Speaker doesn´t react to volume (again) #3400

Open M7theguy opened 1 week ago

M7theguy commented 1 week ago

Issue Checklist

What platform are you using?

Itch.io (Downloadable Build) - Windows

If you are playing on a browser, which one are you using?

None

Version

v0.5.0

Context (Provide images, videos, etc.)

The A-Bot speaker does not react to volume changes anymore (it was fixed in the last pit-stop update). Here is an example (the bars in the speaker should go down based on how loud the volume is set):

https://github.com/user-attachments/assets/f11c649f-2daa-4a20-9047-ba1147f84b8b

(Sorry for the laggy video)

Steps to reproduce (or crash logs, errors, etc.)

Play any Pico song

AbnormalPoof commented 1 week ago

The line that caused A-Bot's visualizer to scale with Flixel's volume level was commented out. Some new comments were added above it, though.

      #if desktop
      // Web version scales with the Flixel volume level.
      // This line brings platform parity but looks worse.
      // animFrame = Math.round(animFrame * FlxG.sound.volume);
      #end

Quote from Eric in #2994:

The reason it actually exists is because the audio data provided to the game on web scales with game volume, and since we wanted to maintain parity, we just applied a multiplier on desktop which approximates the effect. In practice, I've found that people tend to turn down the in-game volume a lot, and with that the visualizer look significantly worse on both platforms.

The proper solution is to figure out the root cause and make the web visualizer look more like desktop. Simply multiplying the levels didn't seem to work for me.

M7theguy commented 1 week ago

I don´t fully understand what he wrote, but it seems that he changed his mind about the speakers reacting to volume changes (as in Web and 0.4.1) so therefore I should close this Issue?

Blue2359 commented 1 week ago

I don´t fully understand what he wrote, but it seems that he changed his mind about the speakers reacting to volume changes (as in Web and 0.4.1) so therefore I should close this Issue?

Quote from Eric in #2994:

The reason it actually exists is because the audio data provided to the game on web scales with game volume, and since we wanted to maintain parity, we just applied a multiplier on desktop which approximates the effect. In practice, I've found that people tend to turn down the in-game volume a lot, and with that the visualizer look significantly worse on both platforms.

The proper solution is to figure out the root cause and make the web visualizer look more like desktop. Simply multiplying the levels didn't seem to work for me.

I think what he means here is that they initially wanted desktop builds to maintain parity with how the web builds of the game used the in-game volume to determine the audio visualisations.

And because of this; the speaker volume frames might've looked too "static" sometimes , as in looking like they're not even moving at times because of the limiting value, in that it makes them look bad, so they wanted to disable it.

They instead want the web build audio visualisations to look like desktop's.

Lastozilor commented 1 week ago

i think that's just a feature.