2K3 - BGM QUESTIONS
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I have a couple of crazy questions for RM2k3.
I was wondering if there is any patch or plugin, or any other clever way to:
1. Set loop points to BGMs, just like in VX Ace.
And if so, set one BGM's starting point to the value at which the previous BGM stopped.
or
2. Have two BGMs play at the same time.
And if so, choose which BGM I want to alter or change (for instance raise one's volume and lower the other one's).
I was wondering if there is any patch or plugin, or any other clever way to:
1. Set loop points to BGMs, just like in VX Ace.
And if so, set one BGM's starting point to the value at which the previous BGM stopped.
or
2. Have two BGMs play at the same time.
And if so, choose which BGM I want to alter or change (for instance raise one's volume and lower the other one's).
you can play a WAV of one track as a SOUND EFFECT, while playing a midi or mp3 of another at the same time?
The problem with sound effects is that once they start, there's no stopping them or changing their volume. They also won't play in loops like BGMs.
I'm afraid what I'm aiming for can only be achieved by using BGMs. But thanks anyway.
I'm afraid what I'm aiming for can only be achieved by using BGMs. But thanks anyway.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Custom loop points for midi music
For custom loop points in MP3, you will need one of Cherry's patches. I don't know off the top of my head which patch you need, but I know there's one that lets you do it.
For playing more than one at a time... uh. Gghhh. You might just need to combine the two songs into a single file in some music editor. And then do it again with one louder and the other softer. And then do it a few more times with all the different possibilities of loudness/softness.
For custom loop points in MP3, you will need one of Cherry's patches. I don't know off the top of my head which patch you need, but I know there's one that lets you do it.
For playing more than one at a time... uh. Gghhh. You might just need to combine the two songs into a single file in some music editor. And then do it again with one louder and the other softer. And then do it a few more times with all the different possibilities of loudness/softness.
Loop points: Disharmony by derula
Two BGMs: Second Sound System by me, but usage with RM2k3 is rather complicated, you would need Ineluki's key patch and maybe Force Harmony...
Two BGMs: Second Sound System by me, but usage with RM2k3 is rather complicated, you would need Ineluki's key patch and maybe Force Harmony...
Mmh... I have to ask you guys some more questions before I try those solutions:
Suppose I want to stop song A at time X while playing, and then have Song B start at the exact same time X.
Time X is therefore a variable that can take many values, i.e. from 000 to 180 if Song A lasts 3 minutes. Obviously I wouldn't code or create all 180 possibilities manually for every pair of song I plan on using in the game.
So will Disharmony allow me to set time X as the new loop point regardless of its value and whenever the game asks for it?
I suppose I should explain what I'm aiming for... If you've played Muramasa the Demon Blade, you might have noticed that there are two versions to every dungeon song, with the second one usually more rhythmic and including more instruments.
When you walk through an uneventful level, Song A plays. If you run into a group of enemies, Song B fades in and Song A fades out, but Song B starts at the exact time at which Song A started to fade (time X).
When all enemies are defeated, Song A fades back in and takes over (new time X).
This makes for smooth and cool battle music transitions, and that's why I wanted to know if there's any way to achieve that in my favorite maker.
Thanks for your time, guys.
Suppose I want to stop song A at time X while playing, and then have Song B start at the exact same time X.
Time X is therefore a variable that can take many values, i.e. from 000 to 180 if Song A lasts 3 minutes. Obviously I wouldn't code or create all 180 possibilities manually for every pair of song I plan on using in the game.
So will Disharmony allow me to set time X as the new loop point regardless of its value and whenever the game asks for it?
I suppose I should explain what I'm aiming for... If you've played Muramasa the Demon Blade, you might have noticed that there are two versions to every dungeon song, with the second one usually more rhythmic and including more instruments.
When you walk through an uneventful level, Song A plays. If you run into a group of enemies, Song B fades in and Song A fades out, but Song B starts at the exact time at which Song A started to fade (time X).
When all enemies are defeated, Song A fades back in and takes over (new time X).
This makes for smooth and cool battle music transitions, and that's why I wanted to know if there's any way to achieve that in my favorite maker.
Thanks for your time, guys.
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