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BGM LOOPS

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I know that this is something that has been asked a lot around several RPG Maker communities. And I know that some people are probably not going to be happy with me asking it here. However, I have searched around with Google and around different websites as much as I could, yet nothing would give me the information I was looking for; Either I can't get it to work, it simply does not work at all, it's not compatible with Ogg Vorbis or it's simply not practical for use in RMXP.

So, I hope that somebody here can help me. In advance, I will mention that I have Audacity version 1.3.12-beta, just in case that I turn out to need an updated version or other tools.

Anyways, my problem is that I do want the original RMXP music in my game. However, I want instrumental versions, instead of the 16-bit music it has to offer. So, I've converted the MIDI files into MP3's with the use of Hamienet.com, and I got the following result:

http://www.mediafire.com/?h5eacm049k5w60m

I think that the music sounds great this way. However, to use it in RMXP, I'm going to have to cut it up to make an intro and a loop. This is what has been giving me problems; As precise as I try to be, it still sounds off-beat when I play it off in practise, and it just ruins the improved music for me. What I basically want to do is create a seamless loop, one where (besides the fragment of reloading time in RMXP) the loop is completely unnoticable.

Is this possible to accomplish, without having to spend half an hour per song to try to be as precise as you can be? Any advice you can give me is welcome.
Marrend
Guardian of the Description Thread
21806
Wasn't there a thread that talked about this? Maybe somewhere in this thread? I'm not 100% sure on this, but check it out.
author=Marrend
Wasn't there a thread that talked about this? Maybe somewhere in this thread? I'm not 100% sure on this, but check it out.


I've checked it out, but there's nothing that really helps me. There is one link mentioned with a tutorial about gapless looping MP3 tracks, but this tutorial doesn't only look rather complicated, it forces me to work with WAV files which are not compatible with RMXP.

Of course, as the thread says, I could also just use the soundtracks without intro's to save myself some time... But considering the amount of default RMXP soundtracks that have intro's, this really limits the amount of music I can use for the game. I personally prefer some freedom regarding that matter.
Marrend
Guardian of the Description Thread
21806
author=Leophard
author=Marrend
Wasn't there a thread that talked about this? Maybe somewhere in this thread? I'm not 100% sure on this, but check it out.
I've checked it out, but there's nothing that really helps me. There is one link mentioned with a tutorial about gapless looping MP3 tracks, but this tutorial doesn't only look rather complicated, it forces me to work with WAV files which are not compatible with RMXP.


I was able to copy-paste a WAV file into an existing XP project, and was able to play it in sound test. That's close enough for me!

Of course, as the thread says, I could also just use the soundtracks without intro's to save myself some time... But considering the amount of default RMXP soundtracks that have intro's, this really limits the amount of music I can use for the game. I personally prefer some freedom regarding that matter.


I think somebody mentioned a script that you can use to set up your own loop points. Though, if the other parts of that thread confounded you, that's probably not the way to go! To be honest, I'm uncertain what your options are.
author=Marrend
I think somebody mentioned a script that you can use to set up your own loop points. Though, if the other parts of that thread confounded you, that's probably not the way to go! To be honest, I'm uncertain what your options are.


I don't think that I've read anything about a script, actually... But I'll try to look around again, to see if it's there.

If it doesn't work out, I guess that I'll first just continue with creating my game without the "advanced" music. I could always do it once the game is finished, I suppose.

Anyways, thanks for the advice.
.ogg files can have loop points set on them. If you're gonna add a loop to the raw song file then you just have to do it manually afaik. I always have done.
author=NewBlack
.ogg files can have loop points set on them. If you're gonna add a loop to the raw song file then you just have to do it manually afaik. I always have done.


Well, I just found the script that Marrend spoke about earlier, though it seems glitchy... I'm not sure if you were referencing to that or not, but when I use the script and let the music play, it loops just like I want it to. However, only when I'm on the Menu or in a room with no assigned music does it play clearly, and if I return to the room with the source event for the music when the track has finished at least once it starts over from the beginning.

If you're referring to Marrend's script (also known as FModEx *), do you know a fix for this? Or are you referring to something else?
Okay, it's taken a lot of hard work, but I think that I've nailed it!

I've used the script that Marrend recommended to create a loop within my .ogg music file, make it play when you enter an area, and make it change when you enter an area with a different kind of music. I'll share it with everybody in this topic, in case other people might need something like this.



For this example, I've used four switches to turn on, turn off and loop the music. That's a total of two switches per BGM, although you might be able to re-use them if you use the same BGM multiple times in your game.



This is the first Event page of the first area, the Hunter's Guild. This page automatically runs when the switch "BGM_Hunter's_Guild_On" is turned on, and it turns to another page with the use of a Self Switch. With this script, I've given a variable to my song of choice, and forced it to play.



This is the second page, which is triggered to Autorun when the Self Switch is turned on. The loop points commando in the script is a part of FModEx *, and the numbers distate the loop points in milliseconds. The Self Switch is turned off to halt the Event page after turning off the BGM_Hunter's_Guild_On switch and turning on the BGM_Hunter's_Guild_Loop switch.



The third page is triggered when BGM_Hunter's_Guild_Loop is turned on. It's simply an empty page with a Parallel Process trigger, allowing the player to regain control of his character.

All three pages are handled within less then a moment, and cause the selected music to start at the beginning and to loop between the selected points afterwards. This Event can be copy-pasted to be used anywhere, and you will only have to change the filename, milliseconds and switches.


In order to change the music when you transfer to another area (which we will refer to as "Other" for convenience), I have once again used the switches:



BGM_Hunter's_Guild_On and BGM_Hunter's_Guild_Loop are both turned off for good measure, and BGM_Other_On is turned on. BGM_Other_On itself is used again as the "On" switch for the Other area. For additional clarification, this is what I've used for the transfer back to the Hunter's Guild.




THINGS I HAVE NOT YET FIGURED OUT:
- Starting the music immediately upon starting the game. Changing the "On" switch upon initialization does not seem to work.
- Creating the same system for Battle music for scripted battles or random encounters. I believe that I may have to do this at the Troops Battle Events, somehow.
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