[DYNRPG] SYSTEM/CUSTOM SOUND & MUSIC PLAYER

Play system sounds/music from anywhere!

========================================================================
System/Custom Sound & Music Player v1.0
For RPG Maker 2003 with DynRPG v0.14a or higher
By PepsiOtaku
========================================================================



This plugin calls system sound effects and music from any event script via comment command. You can also set your own
custom se/bgm assignments via DynRPG.ini and call them, along with any of the usual parameters allowed.



Installation

To install the plugin, make sure that you have patched your project with cherry's DynRPG patch which
can be found here: http://cherrytree.at/dynrpg

1. Copy the "system_sound_call.dll" into the DynPlugins folder of your own project.

2. Add the following (between the asterisks) to your DynRPG.ini

**********************************************


[se_custom]
test=monster1

[bgm_custom]
test=canyon

**********************************************


3. Change the value before the "=" to the name you want to assign your se/bgm to.

4. Change the value after the "=" to the filename of your se/bgm, WITHOUT the file extension (canyon.mid would
be "canyon").


Instructions

Commands are controlled via event comments with a "@" prefix.

This is a list of the default commands (names should be pretty self-explanitory):

**************

se_cursor
se_decision / se_choice
se_cancel
se_buzzer
se_battle_start
se_flee
se_enemy_attack
se_enemy_damage
se_hero_damage
se_evasion
se_enemy_death
se_item_used

bgm_title
bgm_battle
bgm_victory
bgm_inn
bgm_skiff
bgm_ship
bgm_airship
bgm_game_over

**************



They do not take any additional parameters, therefor, to call the cursor sound effect, you would add a comment
with "@se_cursor" in your event script.

Custom sound & music assignments work differently. They use the following commands:

**************

se_custom
bgm_custom

**************


First, define your custom se/bgm in DynRPG.ini. For sounds, use the following command:

@se_custom "test"

This would play the "monster1" sound effect with the default parameters. (volume of 100, tempo of 100, balance of 50). To set custom parameters, simply define them in the order you see them in rm2k3 after the sound name separated by commas.

@se_custom "test", 90, 150, 50

This would play "monster1" with a volume of 90, tempo of 150, and a balance of 50.


Music is the same way, but takes a "Fade" parameter first (in seconds).

@bgm_custom "test", 5, 90, 100, 50

This would play canyon.mid with a fade of 5 seconds, volume of 90, tempo of 100, and a balance of 50.

Parameter Min/Max values:
Fade: 0 to 10
Volume: 0 to 100
Tempo: 50 to 150
Balance: 0 to 100

Finally, if the plugin doesn't recognize the custom sound command, it will play the default Buzzer sound effect. For music, it will play the default battle theme.

Details

  • 56.1 KB
  • 148
  • 02/28/2024 11:00 AM

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Posts

Pages: 1
It should be noted that this also allows you to use variables to specify the volume, speed, panning or fade because this is a feature DynRPG exposes to all plugins automatically. Just prefix the number with a "V" (can even be more "V"s for more indirection). Example: @se_custom "test", V123, 100, V456
This is a simple yet very useful plugin. I'm using it in my custom menus and battle system. By using @se_cursor instead of individual instances of calling a specific sound, I can more easily make edits later on by changing the system sound effect. This saved a lot of time for me, thanks!
Pages: 1