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Save-Point - Resume BGM after battle

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Is there a script that resumes the BGM after a battle instead of starting it over everytime?
I know that VXAce has this feature maybe it exists for XP too?

I couldn't find anything so far. :/
(06-18-2019, 10:59 AM)Melana Wrote: [ -> ]Is there a script that resumes the BGM after a battle instead of starting it over everytime?
I know that VXAce has this feature maybe it exists for XP too?

I couldn't find anything so far. :/

Did you try the Memorize and Restore BGM/BGS event settings yet?  I think thats what you are looking for, i havnt test it myself yet.
I don't know if it works with random encounters, i prefer overworld events to progress battles.
As far as I know these commands only save which music file is currently playing.
If you restore it it starts over aswell.
If I remember correctly, XP and VX don't offer such a feature in any way possible for their audio player is quite simplistic. Perhaps wulfo already offered a script or extension or Win32API call to make it possible but I can't recall its name right now.
I think there were some issues with HiddenChest and Win32API so that wouldn't help me sadly. :/
So it's not possible to add the audio player from VXAce into XP since it's both based on ruby?
HiddenChest should let you get access to those VX Ace like features even if you're playing a game based on a different RGSS version.
I think your real query is to have the music of the field map continue into the Scene_Battle.... and then continue after battle back to the field map. A good nice actiony piece would do well if you're in an area filled with enemies like when Squall and Seifer are on the beachfront at the beginning of Final Fantasy VIII. The music piece was called 'Never Look Back' (CD 1, Track 12). This is a commonly requested feature.

Mimi's Battle Music includes such an option
(06-19-2019, 02:08 AM)kyonides Wrote: [ -> ]HiddenChest should let you get access to those VX Ace like features even if you're playing a game based on a different RGSS version.

Isn't the audio player a hidden piece of code?
I couldn't find it anywhere in the basic scripts of VX Ace.

(06-19-2019, 03:13 AM)DerVVulfman Wrote: [ -> ]I think your real query is to have the music of the field map continue into the Scene_Battle.... and then continue after battle back to the field map.   A good nice actiony piece would do well if you're in an area filled with enemies like when Squall and Seifer are on the beachfront at the beginning of Final Fantasy VIII.  The music piece was called 'Never Look Back' (CD 1, Track 12).  This is a commonly requested feature.

Mimi's Battle Music includes such an option

Hmm, that's not exactly what I meant. The battle should use another music than the field but the field music should continue after the battle instead of starting over. For example in a dungeon with many enemies you will only hear the first minute of it's music because it always starts over after each battle.
In VX Ace it's a basic feature to resume the field music at the point where it stopped before the battle but sadly not in XP. Some of the few things that VX Ace is doing better than XP actually.^^
But it seems the audio player of XP isn't able to do that.
So.... you're in a town (cue 'bustling town' ost). Then a couple of guys jump you and you enter battle (the 'bustling town' PAUSES... cue 'The Burly Brawl' from The Matrix Reloaded). After the battle, you return to the town (the burly brawl ends, UNPAUSE 'bustling town').

TECHNICALLY.... it is possible to do this.

My Audio Module Rewrite mcisendstring can do this. Under its normal operation, it would end the field music and start the battle music as normal. This is because RPGMaker (in general) uses one channel for its music. However, my system can handle multiple channels of music, so you could set up playback for the field music on one channel (for start, pause, stop functions) and another channel for the battle music (same difference). It would require you to use script calls to do this.
BUMP!!!!! Seeing that you came in and saw my post 9 minutes afterwards......

With my script, and undocumented pair of commands are...
  • Audio.bgm_pause(Channel#) ... to pause background music
  • Audio.bgm_resume(Channel#) ... to resume background music
  • Audio.bgs_pause(Channel#) ... to pause background sounds
  • Audio.bgs_resume(Channel#) ... to resume background sounds

* Channel indicates the channel number. If it's the default channel (ie '1'), this can be left empty as a default (Audio.bgm_pause). Also, the pause feature doesn't seem to work for midi music (except in the editor for some reason)

And OGG is not native to the Win32API, so an outside codex file for OGG playback would be needed.
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