I have set up imagespace modifiers to start with a black screen and I am using the event OnFastTravelEnd. This event did not even exist when I first started this mod! Haha. Shows how long it is taking me.... anyway.
The event works really well. I have the script attached to a reference alias filled by the player. All of my horses end up where I want them. The player ends up where I want him. Although it is this that could be my issue.
Basically I have a brilliant view and starting position for the player when they arrive at the home. But due to the angle required to get it perfect I have had to set up a door marker. Using an xmarker heading just did not enable me to tilt the starting view of the player. A door marker does this so this is the route I have taken. Basically on arrival to the cell the horses go one way and the player opens a dummy door that positions them where I want. All works. Except ...
For a split second, either when first entering the cell, or when the dummy door is opened (it happens so fast it is hard for me to tell) sound blips and then goes silent, before the script finishes and all is as it should be.
On the script (which I can post if it helps) I have a mute function for _audiocategorymaster at the start of the script along with the black screen modifier, all the meat of the actor placement happens, and then the audio is unmuted, the screen fades (actually it pops) from black and all is as if the player has fast travelled back to the home as normal.
But this audio blip (the imagemodifier works flawlessly btw - the screen stays black throughout) is really annoying!
Is it that I am opening a door mid script (the door is actually in another adjacent exterior cell) that causes the main audio to pop in overriding my mute function? Or is the slither of audio happening before my script fires?
Hope this all makes sense.
Any insight, much appreciated.
Edit: I should add that I have tried putting a mute function script on the door itself but that made no difference. Also the audio heard seems to be music, ambient weather and feet landing on the ground. Which might suggest that the slither of audio is before the script fires. But I am just not sure. Anyway to mute audio BEFORE the event of landing in the cell after fast travel?
Edited by TyburnKetch, 12 August 2020 - 01:20 PM.