mpf-mc
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Ducking seems to work globally
My sound config looks like this:
sound_system:
tracks:
voice:
volume: 0.9
priority: 2
simultaneous_sounds: 1
preload: true
ducking:
target: music
delay: 0
attack: 0.3 sec
attenuation: 0.45
release_point: 0.5 sec
release: 1.0 sec
sfx:
volume: 0.9
priority: 1
preload: true
simultaneous_sounds: 3
music:
volume: 0.4
simultaneous_sounds: 1
buffer: 2048 # previous value was 512
frequency: 44100
channels: 1
master_volume: 0.8
enabled: true
Ducking works fine and sounds awesome for all callouts. However, I noticed that it also applies to all my sounds in the sfx track. When I remove ducking for callouts it also disappears for sfx. Any idea why that happens and how to fix it?
I'm surprised it works at all assigning it at the track level as it is a sound asset property and not associated with any track attributes.
How about assigning it in the default asset settings as follows:
assets:
sounds:
default:
load: preload
voice:
load: preload
track: voice
ducking:
target: music
delay: 0
attack: 0.3 sec
attenuation: 0.45
release_point: 0.5 sec
release: 1.0 sec
I can try that. I think I added that loading from the track stuff a while back.
I tried the assets config way and it also happens. Dunno why. I verified that the sounds play in the right track (in verbose log).
Sounds like a real bug. I will write a test to verify and find a fix.
On Wed, Mar 14, 2018 at 3:10 PM jabdoa2 [email protected] wrote:
I tried the assets config way and it also happens. Dunno why. I verified that the sounds play in the right track (in verbose log).
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Wrote simple test to check sound ducking settings and they are getting set correctly using the assets config method. Now I need to dive in deeper and see if I can replicate the issue.