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Winter Fight Music too loud


Well-met
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The battle track (non-epic) during winter is about twice as loud as any other track in the game.

I have no further info and it should be very easy to reproduce

It's particularly annoying when you live in a apartment and you have to regulate your sound volume :)


Steps to Reproduce

See title

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I for one can agree. All I did was kill a bee, and now my eardrums will pay the price.

Edited by thegreatJash
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A lot of music in the game is widely varied with their volumes, I can barely hear the sailing music track and the track for doing wagstaff's lil minigame in the moon storm... Next QoL update to fix the volumes of a lot of these tracks maybe? :p

 

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On 5/29/2021 at 6:47 PM, Hornete said:

A lot of music in the game is widely varied with their volumes, I can barely hear the sailing music track and the track for doing wagstaff's lil minigame in the moon storm... Next QoL update to fix the volumes of a lot of these tracks maybe? :p

 

The Wagstaff one in particular is caused due to the Moonstorm mix if I remember correctly
 

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This edit of DynamicMusic should improve the volume of winter danger music:

local DANGER_VOLUME_OVERRIDES =
{
	["dontstarve/music/music_danger_winter"] = 0.5,
}

local function StartDanger(player)
	if _dangertask ~= nil then
		_extendtime = GetTime() + 10
	elseif _isenabled then
		StopBusy()
		local x, y, z = player.Transform:GetWorldPosition()
		local music = 
			#TheSim:FindEntities(x, y, z, 30, EPIC_TAGS, NO_EPIC_TAGS) > 0
			and ((IsInRuins(player) and "dontstarve/music/music_epicfight_ruins") or
				(_iscave and "dontstarve/music/music_epicfight_cave") or
				(SEASON_EPICFIGHT_MUSIC[inst.state.season]))
			or ((IsInRuins(player) and "dontstarve/music/music_danger_ruins") or
				(_iscave and "dontstarve/music/music_danger_cave") or
				(SEASON_DANGER_MUSIC[inst.state.season]))
		
		_soundemitter:PlaySound(music, "danger", DANGER_VOLUME_OVERRIDES[music])
		_dangertask = inst:DoTaskInTime(10, StopDanger, true)
		_triggeredlevel = nil
		_extendtime = 0

		if _hasinspirationbuff then
			_soundemitter:SetParameter("danger", "wathgrithr_intensity", _hasinspirationbuff)
		end
	end
end
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