FINDING A WAY TO STOP MUSIC TRACKS FROM PLAYING BACK AT THE BEGINNING.
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I've noticed this problem for many years. I always kind of hated it when after you get out of battle that the music environment track will go back to the beginning instead of continuing. RPG Maker 2000 did this, RPG Maker 2003 also did this, but I cannot speak for the newer ones since I only played very few games for those.
Is there any patch or tool currently that remedy this problem once, and for all?
Is there any patch or tool currently that remedy this problem once, and for all?
http://www.audacityteam.org/
Download the program from the above site.
I don't know if this works for RM2k or RM2k3, but if you're using VX Ace, this will work on everything except for victory music.
1. Open your music in the Audacity editor.
2. Listen to the music and find the spot you want it to begin looping and click on it. In the Tracks menu, click "Add Label at Selection" and label it "Loop Start"
3. Listen and find the spot you want it to begin looping and click on it. Again, add a label, this time, name it "Loop End".
4. Highlight the selection between your labels. Hold shift and press play. If your track loops, you've done it right. Make sure this selection remains highlighted throughout the rest of the steps.
5. At the bottom, you have three drop down menus. Make sure they're set to "sample" and that the middle one is set to "length".
6. In the file menu, click Export Audio. Choose the folder (you want to save directly to your music folder in your project). Once you've decided this, it will bring up a screen called Edit Metadata.
7. Add two rows to your metadata. Name the first one "LOOPSTART" and name the second one "LOOPLENGTH".
8. From those drop down menus, you will have 9 digit numbers. Without commas, under the "value" column, insert the number from "selection start" into your "LOOPSTART" row, and then insert the number from end/length into the "LOOPLENGTH" row.
9. Click "Ok" and keep confirming until you save.
Congratulations! You now have looping tracks.
Download the program from the above site.
I don't know if this works for RM2k or RM2k3, but if you're using VX Ace, this will work on everything except for victory music.
1. Open your music in the Audacity editor.
2. Listen to the music and find the spot you want it to begin looping and click on it. In the Tracks menu, click "Add Label at Selection" and label it "Loop Start"
3. Listen and find the spot you want it to begin looping and click on it. Again, add a label, this time, name it "Loop End".
4. Highlight the selection between your labels. Hold shift and press play. If your track loops, you've done it right. Make sure this selection remains highlighted throughout the rest of the steps.
5. At the bottom, you have three drop down menus. Make sure they're set to "sample" and that the middle one is set to "length".
6. In the file menu, click Export Audio. Choose the folder (you want to save directly to your music folder in your project). Once you've decided this, it will bring up a screen called Edit Metadata.
7. Add two rows to your metadata. Name the first one "LOOPSTART" and name the second one "LOOPLENGTH".
8. From those drop down menus, you will have 9 digit numbers. Without commas, under the "value" column, insert the number from "selection start" into your "LOOPSTART" row, and then insert the number from end/length into the "LOOPLENGTH" row.
9. Click "Ok" and keep confirming until you save.
Congratulations! You now have looping tracks.
I think Kaliesto means that the track starts playing from the beggining once you win a battle. Honestly, if there was a way to make the track continue from where it left off before you entered battle that would be awesome.
I think it's possible, but would depend on how you do encounters. I'm going off VX Ace, here, so it's a good possibility this works for VX, and I have no idea about MV or XP. Anyway, the help file outlines two functions you could possibly use.
Now, if you're doing touch-encounters, my guess is that you could write up event commands like...
...this. If your encounters are defined via map properties (ie: they are random), I'm pretty sure it's still doable, but, I'm not sure off-hand where the code would go.
Audio.bgm_play(filename[, volume[, pitch[, pos]]]) (RGSS3)
Starts BGM playback. Specifies the file name, volume, pitch, and playback starting position in that order.
The playback starting position (RGSS3) is only valid for ogg or wav files.
Also automatically searches files included in RGSS-RTP. File extensions may be omitted.
Audio.bgm_pos (RGSS3)
Gets the playback position of the BGM. Only valid for ogg or wav files. Returns 0 when not valid.
Now, if you're doing touch-encounters, my guess is that you could write up event commands like...
@>Script: $game_variables = Audio.bgm.pos
@>#Comment: Insert battle processing here
@>Script: Audio.bgm_play(filename, 100, 100, $game_variables)
@>#Comment: Replace "filename" above with the name of the song that's you're attempting to
...this. If your encounters are defined via map properties (ie: they are random), I'm pretty sure it's still doable, but, I'm not sure off-hand where the code would go.
I never heard of a patch to fix this on RPG Maker 2000 or 2003.
That's why I take this into consideration when choosing my musics, making sure the beginning of the music is good since it's what the player will hear the most.
That's why I take this into consideration when choosing my musics, making sure the beginning of the music is good since it's what the player will hear the most.
Doesn't Ace already do this? I'm pretty sure it uses the bgm.pos properties Marrend posted to do this, although it isn't present in XP and VX.
e: Oh imdum, I missed this was for 2k(3).
e: Oh imdum, I missed this was for 2k(3).
I can think of a somewhat complicated way of coding it.
I believe it's possible to keep track of how long a music track has been playing, I forget now. Ticks or something. So by remembering how far into the track it was when the battle started, you can play various copies of the song at different starting points.
You would need multiple copies of the song. Full length, quarter length, half length, or however you want to break it up. It's probably best to break the song up at key melody points or whatever.
So if a song is halfway through playing when you get into battle, when the battle is over create an event that plays the music file at half length. That way it won't always start at the beginning of the song and it would be approximate to how much of the song played before the battle started.
This isn't tested. Just something I thought up.
I believe it's possible to keep track of how long a music track has been playing, I forget now. Ticks or something. So by remembering how far into the track it was when the battle started, you can play various copies of the song at different starting points.
You would need multiple copies of the song. Full length, quarter length, half length, or however you want to break it up. It's probably best to break the song up at key melody points or whatever.
So if a song is halfway through playing when you get into battle, when the battle is over create an event that plays the music file at half length. That way it won't always start at the beginning of the song and it would be approximate to how much of the song played before the battle started.
This isn't tested. Just something I thought up.
author=Mirak
I think Kaliesto means that the track starts playing from the beggining once you win a battle. Honestly, if there was a way to make the track continue from where it left off before you entered battle that would be awesome.
Precisely, and everyone here has brought up good points.
@Pianotm - I love Audacity, I've been using that for the past couple years when cutting music tracks though I could never figure out how looping worked, thanks for that.
Without scripting, it's a serious pain in the ass.
I'd solve this with a variation of Link_2112's suggestion. Instead of having one full length song, then half length, quarter, ...,
the duplicates of the song would all be full length.
You'd be able to just leave it playing on repeat like usual when you've decided on which version to play. You wouldn't have to deal with manually timing the end of the song, and then playing the proper length version.
I'd solve this with a variation of Link_2112's suggestion. Instead of having one full length song, then half length, quarter, ...,
the duplicates of the song would all be full length.
You'd be able to just leave it playing on repeat like usual when you've decided on which version to play. You wouldn't have to deal with manually timing the end of the song, and then playing the proper length version.
You can save the music track in VX ACE (not sure about other versions, as that's the only one I use).
Page 2 of Event commands -> Music and Sound
The two options you want are Save BGM and Replay BGM.
When you use the Save BGM event command, it will snapshot the current track's position. Using Replay BGM will play the track from where it was last saved.
Player listening to music track in the open world -> Save BGM when they get sucked into a battle -> when battle ends, Replay BGM and the music will pick up where it left off. Pretty handy feature. :)
Page 2 of Event commands -> Music and Sound
The two options you want are Save BGM and Replay BGM.
When you use the Save BGM event command, it will snapshot the current track's position. Using Replay BGM will play the track from where it was last saved.
Player listening to music track in the open world -> Save BGM when they get sucked into a battle -> when battle ends, Replay BGM and the music will pick up where it left off. Pretty handy feature. :)
This thread was for 2K3/TsuK3? That's not the impression I got at all!
author=Kaliesto
RPG Maker 2000 did this, RPG Maker 2003 also did this, but I cannot speak for the newer ones since I only played very few games for those.
author=Marrend
This thread was for 2K3/TsuK3? That's not the impression I got at all!
author=Kaliesto
RPG Maker 2000 did this, RPG Maker 2003 also did this, but I cannot speak for the newer ones since I only played very few games for those.
Yes the old unofficial versions that many games hosted here still currently use (which I hope sooner or later all of them will be converted to the official version).
Ah, that was the discrepancy, then! When you said "I can't speak for the newer ones", I assumed you meant XP, VX, VX Ace, and MV. I didn't think you were referring to the differences between unofficial 2K (TsuK) and unofficial 2K3 (TusK3) versus the official ones!
author=jstompDoesn't this only work with midi and/or for pre-scripted battles? A random battle won't use save and replay bgm by itself.
Player listening to music track in the open world -> Save BGM when they get sucked into a battle -> when battle ends, Replay BGM and the music will pick up where it left off. Pretty handy feature. :)
So the consensus i'm seeing here it's that it's just plain impossible to do this on rpg2k3 right?
The new RPG Maker 2003 also plays music from start after battles.
I don't own RPG Maker 2000 so I can't speak for that, but I assume it's the same (they wouldn't do it for one and not the other I think).
Anyways, it's a pain to do that in these programs using eventing.
I don't own RPG Maker 2000 so I can't speak for that, but I assume it's the same (they wouldn't do it for one and not the other I think).
Anyways, it's a pain to do that in these programs using eventing.
author=Marrend
Ah, that was the discrepancy, then! When you said "I can't speak for the newer ones", I assumed you meant XP, VX, VX Ace, and MV. I didn't think you were referring to the differences between unofficial 2K (TsuK) and unofficial 2K3 (TusK3) versus the official ones!
I did mean the newer ones like Xp, VX because I barely ever touched those engines.
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