[RMVX ACE]SOUND CHANNEL PRIORITY
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Hey all. I'm currently working on a game where one of the features is shifting between two similar worlds. When you shift worlds, two versions of the same song are playing simultaneously in the BGM and BGS channels, so that you can shift seamlessly into the other map without restarting either song. The way I have it set up is as such:
Map 1
Song 1: BGM Volume 100
Song 2: BGS Volume 0
When you shift to the other world:
Map 2
Song 1: BGM Volume 0
Song 2: BGS Volume 100
So far, this has worked a lot better than I had expected it to. But there is one problem I'm running into. On Map 2, the victory fanfare (ME channel) gets overridden by the BGS channel, so only the first second or so gets played before BGS kicks in. Map 1 works fine because ME seems to take priority over BGM.
Is there a way to have the BGS channel behave like BGM and have it wait until the battle scene or ME ends before resuming? If not, is there some other way to fix this?
Thanks in advance for any advice!
Map 1
Song 1: BGM Volume 100
Song 2: BGS Volume 0
When you shift to the other world:
Map 2
Song 1: BGM Volume 0
Song 2: BGS Volume 100
So far, this has worked a lot better than I had expected it to. But there is one problem I'm running into. On Map 2, the victory fanfare (ME channel) gets overridden by the BGS channel, so only the first second or so gets played before BGS kicks in. Map 1 works fine because ME seems to take priority over BGM.
Is there a way to have the BGS channel behave like BGM and have it wait until the battle scene or ME ends before resuming? If not, is there some other way to fix this?
Thanks in advance for any advice!
That would be a scripter's job. It's already overridden from the start and there's no way to fix it...
Well... perhaps you have to manually work for a solution (using music alternation programs such as Audacity) or you have to find solutions from the net yourself.
Well... perhaps you have to manually work for a solution (using music alternation programs such as Audacity) or you have to find solutions from the net yourself.
Hmm, in that case, I wonder if there's a simple script to delay BGS from starting after a battle by a few seconds.
Anyways, I'll make a thread on RMW too and see if someone knows how.
Anyways, I'll make a thread on RMW too and see if someone knows how.
I only make ABS games, so I've never messed with the default battle system much... But I dug into the scripts a little bit to find these things that may help you find an answer. I couldn't find anything that was telling the BGM to wait for the ME to finish, so I'm wondering if that's hard coded into the engine or a hidden class or something.
I did find a "fix"
play_battle_end_me #plays ME
RPG::BGM.stop # stops the music from restarting once the ME is done.
replay_bgm_and_bgs # isn't triggered until the player is transfering back to the map.
An issue here may be the silence that happens once the ME is done playing, nothing is asked to fill that space.but you could substitute the ME with fanfair BGM.
I did find a "fix"
class BattleManager
#--------------------------------------------------------------------------
# * Victory Processing
#--------------------------------------------------------------------------
def self.process_victory
play_battle_end_me
RPG::BGM.stop
$game_message.add(sprintf(Vocab::Victory, $game_party.name))
display_exp
gain_gold
gain_drop_items
gain_exp
replay_bgm_and_bgs
SceneManager.return
battle_end(0)
return true
end
end
play_battle_end_me #plays ME
RPG::BGM.stop # stops the music from restarting once the ME is done.
replay_bgm_and_bgs # isn't triggered until the player is transfering back to the map.
An issue here may be the silence that happens once the ME is done playing, nothing is asked to fill that space.but you could substitute the ME with fanfair BGM.
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