Adding panning option for combat sounds
Problem description
I'd like to see this change for DEAF-users of the soundpack. The idea is to give the user the option to adjust the width of the stereo panning with a percentage value.
Steps for reproduction of the issue
Just try to hear all sounds on one headphone for example.
Are you using a screen reader, if yes, which one in which version?
Doesn't matter.
Expected behavior
- The user should be able to use a command like 'sound panning 0-100' to set the stereo width in percent, while 0 means mono and 100 means the widest possible range.
- this command will save the value for a function, that is called to calculate the relative panning of each sound at runtime.
- The sounds themselfes don't need to be panned. It's all done by code.
Example
here my idea in lua-like pseudocode. function relPan(max) local setting = tonumber(GetVariable("panSetting")) if setting == 100 then return max elseif setting == 0 then return 0.0 else -- devide the setting through the given max value. -- return the result end end -- test it on the max possible value to have a good sound-design. -- call it in the combat sounds with the original value. like this: ppi.Play(snd, keyword, relPan(25.0))