I have somewhat of a problem here:
I have an options menu where I use global values for; Master Volume, Music Volume (Channel 31 and 32) and SFX Volume (Basically all the other channels).
These are all coded into Global Events.
And this worked just great until recently when I tried to get two similar tracks of music play at the same time, but with different volumes. The reason for all this is that the sample on Channel 31 is playing the normal music while the sample on Channel 32 is playing an underwater version of the exact same track. So, whenever the player gets into a puddle of water, the volume on the sample on Channel 31 should be set to 0 and the volume on the sample on Channel 32 should be set to 100, and vice versa for not being in water.
The thing is that this doesn't seem to work, at all. The code for the Music Volume which is adjusting the volume on channel 31 and 32 seems to override the sample volumes. Also, I tried to switch things around and inverse the code so that the global values in the Global Events would change the volume of the samples and that the code in the Event Editor would change the volume of the channels, but this didn't work either.
It seems to me that there is no way that I can adjust both the Channel Volume and individual Sample Volumes when they are on the same channels?
If so, and in my humble opinion; this shouldn't be the case at all. I think that the Samples should be allowed to have their own volume adjusted and that the Channel volume should be like some sort of master volume for all the samples on that channel.
In any case; is there anything I can do to fix this problem, that is, to have two tracks playing at the same time while muting (not pausing as that would mess up the samples perfect synchronization) one sample as the player is in/out of water? Or am I forced to remove the option to allow the player to adjust the Music Volume alltogether?