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Audio Module Rewrite mcisendstring - Printable Version

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Audio Module Rewrite mcisendstring - DerVVulfman - 03-16-2012

Audio Module Rewrite mcisendstring
Version: 1.3



Introduction
This system overrides the AUDIO module for the BGM, BGS and ME systems, only letting the SE functions alone. Its primary function is to let the end user have multiple channels for these systems where only one existed before. This means that while the default audio system for RPGMaker XP allowed you to have only one BGS file playing at any one time, you can now have two or more background files playing simultaneously.

You can still use the default Map Event commands and the like for the principle 'first' channel.



Features
  • Multiple channels of BGM, BGS and ME, allowing you to play multiple background sounds simultaneously
  • Default commands still function as normal
  • Script calls for additional channels
  • Allows the end-user to make music start and loop where he wants (some edits required)
  • Comes with a custom loop-point editor (makes the edits for you)



Demo
(>CLICKIES!!!<)



Script
Kinda big. Also, the demo comes with an editor for enhanced loop systems.



Instructions
Besides s small help screen, there is a big help file included in the download.



Notes
Aw, I wish I could have done this with DirectX. It's not the best for midi.... but who uses midi nowadays? Like the default system, neither .wma or .ogg files allow for pitch adjustment. I wouldn't recommend trying to loop pitch-adjusted music with the custom loop-point system anyway.

Also, an additional file is present for those wishing to hear .Ogg Vorbis files with the system, a format normally not audible with the winmm.dll.


Patches
A patch to work with my VEHICLES system


Compatibility
Unless you have something else overwriting the Audio Module or sections of the Game_System class, it should be pretty much compatible with anything for RPGMaker XP.



Credits and Thanks
Cogwheel for the base mechanics dealing with the mcisendstring for RPGMaker XP.



Terms and Conditions
Free for commercial and non-commercial use. Due credit is all that's wanted.


RE: Audio Module Rewrite mcisendstring - MetalRenard - 03-16-2012

Is it possible to make this do a Zelda like musical background - when you approach an enemy a new track superimposes on the old one to add danger.
For example:

Harp music playing, grassy plains, gentle.
Enemy approaches! Draw your sword! - rhythm and a new melody are added to the original piece to make it more urgent.


RE: Audio Module Rewrite mcisendstring - DerVVulfman - 03-16-2012

Commander Wyatt made a system for MrMo's ABS that recognizes on-screen enemies and changes tunes when you're in a range (in mah MrMo demo). But it's also made for the default Audio and doesn't have the fancy fade-in/fade-out effects that THIS Audio Module could now allow.

Adding more melodies to an existing track... nope. That's something that needs to add to an existing piece or sync at an exact moment/millisecond.



RE: Audio Module Rewrite mcisendstring - MetalRenard - 03-17-2012

But I could theoretically fade one in at the same time as I fade another out, only they're both the same song, just one has percussion on it. :D


RE: Audio Module Rewrite mcisendstring - Kain Nobel - 03-17-2012

This is so awesome, thank you DerVVulfman :D


RE: Audio Module Rewrite mcisendstring - DerVVulfman - 03-28-2012

Version 1.1 now.

Added the ability to make files stop looping and just end, and added its own 'ranged audio' system.



RE: Audio Module Rewrite mcisendstring - KasperKalamity - 03-28-2012

sweet! wind and waterfalls and BIRDS even! it's always been awkward to try to bring complex environmets to life with just one bgs


RE: Audio Module Rewrite mcisendstring - DerVVulfman - 03-29-2012

Yep. Only thing that annoys me is that there is a little 'kick' when you enter the range of an event (even a low volume one). You can reduce the amount of kick depending on what file format and filesize you have. .Ogg is probably the worst in filetypes. You may wanna go .wma instead.

Off topic... kinda: I tried coming up with a method to CACHE audio, but meh. Crash n burn....


RE: Audio Module Rewrite mcisendstring - MetalRenard - 04-16-2012

Hey DerVV. I just tested it out and there's a slight issue with it.
When I tell it to play more than one file at a time, it loads them one at a time then plays them. This means that they're out of sync with each other.
Is there a way to introduce a delay of a few seconds before it plays them so that it loads them all first and then plays them in sync?

Also, is it possible to make a function where you can pan the music? I'd need one BGM to play on the right and another on the left, with a third in the centre.
Thanks man. :P


RE: Audio Module Rewrite mcisendstring - DerVVulfman - 04-16-2012

Sorry. I kinda mentioned in a thread (maybe here... maybe somewhere else) that I tried to find a way to cache the audio files. But it was crash n burn. Because they cannot cache, they aren't pre-loaded. So yeah... each one has to load before beginning play. That's a drawback.

And I searched for a 'balance' effect to control left/right balance. *sigh* Maybe there IS one, but I haven't found one yet.