![]() # A class that manages importing functions from the DLLĪttr_accessor :filename # DLL file name for instanceĪttr_accessor :functions # hash of functions imported (by name) # FMOD Ex binding by Kevin Gadd ( )įMOD_DEFAULT_SOFTWARWE = FMOD_LOOP_OFF | FMOD_2D | FMOD_SOFTWAREįMOD_TEST = FMOD_OPENMEMORY | FMOD_SOFTWAREįMOD_FILE_TYPES = ![]() Without the loop script, the problem is the same so it's from FMod messing up with Essential code. Battle looped musics will still have some glitch, but it fixes champemaps by deleting the fade out (the music will just cut). I tried to fix that, but the best thing I could do is to replace pbCueBGM by pbBGMPlay in some places. What is strange too is that the problem won't happen on the map you started playing (after a save load). I tried to have a look to pbCueBGM (this scripts is called when the player changes map) but I don't see where is the problem. The main problem is when you changemap, the BGM immediately changes to the new one, then fades out (without FMod, the music fades out and then switches to the new one). And it works! But partially with Essentials. KaiserYoshi put on the suggestion thread a script made by GiraPrimal (from the new Community Script Project, made from PSP community), which uses FMod and a script to easily make looped musics. I've made some search about looping scripts, and the best seems to be FMod which can set loop points (+ better music system). (I know it's like asking other people to do the job, but I tried to do it myself for hours without success :/ ). But since my knowledge about scripting is limited, I'm definitely stuck, and I need help. Now you can enjoy correctly looped BGMs in your game!īig thanks for Nuri Yuri and CSP for this script!Įssentials lacks of a way to get correctly looped musics, and I would like to get it working. This method works perfectly and only requires Audacity which is free. Or you can use the tags in OGG (maybe other formats are supported, I don't know). Now to get looped musics, you can use GiraPrimal's table (see the topic or look in the FMod script to figure out how do use it). People from Community Script Project made a new script with FMod and this one is actually working fine with Essentials (unless you made some script change in the sound domain, maybe. RPG Maker VX ACE can do it using loop tags in audio files such as OGG but unfortunately RPG Maker XP doesn't. Some people, including me, tried to use FMod for more controls over the sound, especially for the looping points which allow to have correctly looped music. ![]() We finally have a way to get looped music in Essentials with FMod!
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