![]() Maybe, even if binks volume does not expect some linearly rising value, it might still be enough to use multNum = SFXvalue * 2.50 (with the default value), or even only * 2.00, to move the progression more towards the "stronger" steps (if this is even the case).Solvusoft: Microsoft Silver Certified Company Recognized for best-in-class capabilities as an ISV (Independent Software Vendor) Regardless of this, I still think starting with something like multNum = SFXvalue * 3.27 should be the way to go, before more complicated stuff is tried (this would need to work first). If it is some physical value and I am not twisting it, steps between higher values will not increase the loudness as much as steps in lower ones. The issue is that I have no clue what the volume that bink needs actually is. In general, a linear progression does not work. How loud something is perceived is pretty complicated. I have no clue how hard it might be to create a reliable value access.These two values seem to be menu drawing related:.Since I think binding it to the SFX slider is a good idea, I searched for some value addresses (current SFX value): If the maximal someNumber is 0圆4 (100) then the maximal allowed multNum should be 0x147 (327).The maximal volume bink accepts seems to be 0x7FFF, otherwise the send value is replaced with this maxima, as far as I could tell.(But I assume changing the wav volume might be easier for creators anyway.) If only the first one would be true, you could theoretically modify the volume of specific sounds.Since I only tested the "static" bink stuff, I do not know. The first part, but additionally, it also considers the position of SFX.Maybe some hardcoded values between ? and 100 they set to fine tune the audio. It searches for some file (not only bink video) specific sound volume.In my tests, these value was consistent per bink-video (I did not follow the other calls.) It also contains a loop that seems to search for something. This function is also called in other places and returns either a value or 100. someNumber comes from the function here Stronghold Crusader.exe+4A240.The sound volume seems to be computed using "volume = someNumber * multNum". ![]()
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