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Audio settings feedback for the new UI #3

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Duke-M-commits opened this issue Jun 5, 2023 · 3 comments
Open

Audio settings feedback for the new UI #3

Duke-M-commits opened this issue Jun 5, 2023 · 3 comments
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documentation Improvements or additions to documentation

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@Duke-M-commits
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Duke-M-commits commented Jun 5, 2023

I scribbled something together:
image
I'll create the html for it a bit later when I find the time.

What was the idea?
I grouped stuff together, like in the controls-page. The groups 'Global' & 'Ingame' as also the groups 'Voice' and 'Hit-Feedback' should have around the same height, which should make them easy to reposition from the left to the right and vice versa.

The sounds will also need some popup-helptexts like in the video-page. I guess they will show when the cursor selects the option or when the mouse hovers over it, for controller-compatibility.

Also, I have a question:
Which controls are available to you?
I mean, do you have an On-/Off-Toggle or will these be again drop-downs with 'Enabled' & 'Disabled'?

Some reasoning for the scribble:

  • Customizing your combat music will introduce new controls and maybe even an file-selector, sounds a bit complicated when the workshop is full of already customized sounds. A setting like this can also introduce the idea of being able customize more sounds ingame. All of that sounds like a hassle.
  • I never heard of a player who sets music quality lower, IMO it never had any noticeable performance impact. So it can be high, the setting removed and that's it.
  • When the voice-volume is moved to the voice-group it probably should be renamed to something like 'Other Players Volume'.
@Duke-M-commits
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Duke-M-commits commented Jun 5, 2023

Some more ideas to lower the pure mass of controls:

  • Make just one slider for music. When the player changes the slider through the menu, ajust both settings. When the menu is loaded just load the ingame-sound value, as long as the player doesn't touch it they can still have their seperated settings through autoexec.
  • 'Story Dialogue', 'Low Health Sound', 'Sound on Hit' and 'Sound on Kill' can be boiled down to one instead of 2 controls. A slider set to zero disables the feature in the whole. If the player moves it, the setting gets activated and set accordingly.
  • 'Caption Language' could probably be moved into Steams game properties, I'm not sure if this is even possible, but it would fit there. IMHO: I think people which use one translation for the game and another for the subtitles are pretty rare. That's a thing which movie-watching people do (different audio-language and subtitle-language) and we do not even have different audio tracks for languages, so it's basically a setting to turn half of the UI into another language, doesn't sound useful either. Another argument could be: hey I would like to read what they say in english, but ... it's random ingame babble, so it's not like you have to follow a storyline in there. And theeeen, there are multiple languages which did not translate the subtitles, so for these the setting will look a bit broken. And, as for other stuff, there is still autoexec for exotic wishes.

@Duke-M-commits
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How did you generate the positioning in the css classes?

@BenLubar
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BenLubar commented Jun 6, 2023

Custom combat music has been a feature since 2010. You can import mp3 files and the game plays one at random (without repeating back-to-back) instead of the map-specific music.

The "Sound on Hit" and "Sound on Kill" labels are for dropdowns with these options:
https://github.com/ReactiveDrop/reactivedrop_translations/blob/235cd91ce30d8d45bad12238125e45ff5247eeff/resource/reactivedrop_english.txt#L4546-L4565

I'm going to try to have at least these controls available:

  • Button
  • Dropdown menu
  • Slider
  • Checkbox
  • Radio buttons

I've been using dropdowns instead of checkboxes for the controls, audio, and video pages because it felt better to me but I'll probably have checkboxes on the options tab.

Story dialogue is a toggle because even if the volume is 0 it still ducks the other audio. It also tells the server you don't want story dialogue which can save a little network bandwidth. Can't remember if it affects the stylincam.

Sound quality affects effects like HRTF and ADSP. Low->medium affects mixing quality and medium->high turns on more complex processing.

I did the layout CSS manually with some ported source engine features - yres is 1/480th of the screen height, xres is 1/640th of screen width (usually you want yres here as well so your units are square). Page automatically switches between 4:3, 5:4, 16:9, 16:10, and 21:9 aspect ratios as you resize it.

We can do audio volume settings for various effects, but they'll probably stack with the mixers that are currently on the left. Mixers are based on the wav/mp3 file/directory name.

I agree that cc_lang should probably remain the domain of people who edit config files manually.

@BenLubar BenLubar added the documentation Improvements or additions to documentation label Jun 6, 2023
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