Thanks Chriss it seems that all return to normal after that.

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Show posts MenuQuote from: Crimson Wizard on Sat 29/07/2017 21:15:03
It is Game.SetAudioTypeVolume.Code: ags Game.SetAudioTypeVolume(eAudioTypeMusic, 20, eVolExistingAndFuture);
Quote from: horusr on Sat 29/07/2017 21:01:34Quotestatic int System.Volume;
Gets/sets the overall system volume, from 0 to 100. This is the master volume control, that affects all audio in the game. You would usually attach this to a GUI Slider to enable the player to control the volume from some sort of Control Panel GUI.
if (value==1)
{
cVedetta.SayQueued(GetTranslation("&11 ...as I already told you, you're good to go."), aVEDE11);
cContra.SayQueued(GetTranslation("&3 And the shipment? It's the tally we be agreed on?"), aCont3);
cVedetta.SayQueued(GetTranslation("&12 Twen'y crates good to go!"), aVEDE12);
cContra.SayQueued(GetTranslation("&4 We don't be havin' room onboard for that many!"), aCont4);
cVedetta.SayQueued(GetTranslation("&13 Rest easy!"), aVEDE13);
cVedetta.SayQueued(GetTranslation("&14 You'll be gettin' them all within the week!"), aVEDE14);
cVedetta.SayQueued(" ");
cContra.SayQueued(" ");
}
Quote from: Snarky on Fri 14/07/2017 13:08:54
(Not sure whether you saw the code samples I added)
With this approach, a dialog isn't considered to have ended until the game stops blocking, so if you have any Wait() or blocking Walk() calls right after the dialog, the music won't come back up for those. To work around that, you can call OnEndDialogCustom() yourself at the point where you want the music volume to be restored.
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