Opened 15 years ago
Closed 15 years ago
#22 closed defect (invalid)
Can't set s_musicvolume via autoexec.cfg nor console
Reported by: | khpe | Owned by: | |
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Priority: | blocker | Milestone: | Smokin' Guns 1.1 |
Component: | Client GUI and Experience | Version: | 1.1b3 |
Keywords: | s_musicvolume cg_musicvolume | Cc: |
Description
Since the 1.1 builds, the music can only be turned off via the UI. Due to this bug, the game won't remember the music setting and after each restart of the game, it is again the default volume of 0.25.
The only way to turn off the music via the console is s_stop, however this is only temporary as the music will continue as soon as the next song is played.
Operating system: Linux
Affected SVN revisions: 448, 442, and earlier ones
Change History (5)
comment:1 Changed 15 years ago by
comment:2 Changed 15 years ago by
Keywords: | cg_musicvolume added |
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Thanks. Setting cg_musicvolume to 0 via autoexec.cfg mutes the music, which is what I would expect and all I need.
However, I wonder why the value isn't correctly remembered via q3config.cfg. At the start of every SG session, I had to open the system configuration and set the music to 0 manually, because the value was not remembered.
comment:3 Changed 15 years ago by
Are you sure your q3config.cfg is writable ?
On my side, "cg_musicvolume" value seems well retrieved between sessions (I'm also under Linux) and in-game music volume is at the expected level.
Hum, "cg_musicvolume" is only for the in-game music volume, don't expect to have intro video volume set by this value. Is that what you expected ?
comment:4 Changed 15 years ago by
The q3config.cfg is/was writable. I suspect that the problem lies deep within my autoexec.cfg. Maybe some variable assignment has the side-effect of resetting cg_musicvolume? So far I'm unable to track this problem down. As it seems to be a very specific problem, I suggest to close this bug for now and move on.
comment:5 Changed 15 years ago by
Resolution: | → invalid |
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Status: | new → closed |
Resolving it as invalid for now then.
Thx again for your interest ;)
In fact you don't have to use s_musicvolume, the game is really using "cg_musicvolume" cvar and this is the one set by the UI. This is a Smokin'Guns feature, the game handles music fade-in and fade-outas needed by itself through s_musicvolume.
So try "cg_musicvolume" cvar, and let us know if it does what you expect.