acemod / ACE3

Open-source realism mod for Arma 3
https://ace3.acemod.org
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fadeMusic Not Working #4029

Closed JasperRab closed 8 years ago

JasperRab commented 8 years ago

Arma 3 Version: 1.60 (stable / rc / dev) CBA Version: 2.4.1 (stable / dev + commit hash) ACE3 Version: 3.6.0 (stable / dev + commit hash)

Mods:

Description: The command fadeMusic does not seem to work if running the game with CBA and ACE, if you remove ACE it works.

Steps to reproduce: Load up the game with CBA & ACE, Go in the singleplayer editor, place a unit down, spawn in. Execute the command: playmusic "LeadTrack01_F_EPB";. Let it play a few seconds. Execute the command: 5 fadeMusic 0; The music doesn't stop, if you are using the command playmusic ""; it will stop however.

If you redo this with only CBA it works fine.

Where did the issue occur?

Placed Modules: None

RPT log file: CBA & ACE: http://pastebin.com/H3fQusx7 CBA Only: http://pastebin.com/CnQvQ6Nq

nicolasbadano commented 8 years ago

ACE Hearing constantly updates sound and music volume according to the state of combat deafness of the current unit, overriding any manual value introduced by scripts. Unfortunately this is not fixable without introducing an API.

If you really want to use music like that in a mission you can disable combat deafness simulation, either by tweaking the ace_hearing_enableCombatDeafness setting or using the ACE_Hearing module.

PabstMirror commented 8 years ago

Put this in init.sqf:

ace_hearing_disableVolumeUpdate = true;

This will have ace_hearing skip touching fadeMusic. You could also set it to false after the cutscene or whatever you are doing and it would be re-enabled.

Belhun commented 2 months ago

Thank you for this Issue Post i was comeing across this issue my self and was confused AF, didnt even get to the point of an RPT log before finding this issue