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Ren'Py Sound Volume in Image Loop

SteelyDan14

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I am leveraging this code to create a function so I can call it in an image slideshow.
Code:
init python:
  class atl_play_sound(object):
    def __init__(self,sound):
      super(atl_play_sound,self).__init__()
      self.sound=sound
    def __call__(self,*args,**kwargs):
      if not renpy.predicting():
        renpy.play(self.sound)

image slideshow1:

    "gui/mm_slideshow/mainmenu_bg1b.jpg" with Dissolve(2.0)
    pause 5.0
    "gui/mm_slideshow/mainmenu_bg1b.jpg" with vpunch
    pause 0.5
    function atl_play_sound("media/audio/effects/glassbread.mp3")
    "gui/mm_slideshow/mainmenu_bg1ba.jpg"
    pause 3.0
The sound effect is too loud in this section but it is fine in other parts of the game, so I just want to adjust the volume. I have tried a variety of ways and none of them seem to work. Suggestions would be appreciated.
 

gojira667

Member
Sep 9, 2019
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The sound effect is too loud in this section but it is fine in other parts of the game, so I just want to adjust the volume. I have tried a variety of ways and none of them seem to work. Suggestions would be appreciated.
According to it defaults to , default audio. Depending on what you are doing you may want to use instead or pass in the correct channel via renpy.play().
 
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SteelyDan14

President of the "Free Roams Suck Society"
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Jan 13, 2018
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According to it defaults to , default audio. Depending on what you are doing you may want to use instead or pass in the correct channel via renpy.play().
This worked! Thanks!

Here is my solution:
Code:
init python:
  class atl_play_sound(object):
    def __init__(self,sound):
      super(atl_play_sound,self).__init__()
      self.sound=sound
    def __call__(self,*args,**kwargs):
      if not renpy.predicting():
        renpy.sound.play(self.sound, relative_volume = 0.3)
 
  • Like
Reactions: gojira667