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[RMVX ACE] JUMP SOUND EFFECT

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Pages: 1
Kloe
I lost my arms in a tragic chibi accident
2236
Hiya!

I wanted to add in the base scripts that whenever the jump command is triggered via move route, the jump sound is played. While I could go into hundreds of events and edit them, I think it'd be simpler and more efficient to instead make it like this.

So far I've gone to line 149 in Game_Character and put this line on the end:
("Jump1", 70, 110).play

But that just errors.

So is there any way to do this?
Hexatona
JESEUS MIMLLION SPOLERS
3702
you probably have to get the sound effects class in there?
Kloe
I lost my arms in a tragic chibi accident
2236
author=Hexatona
you probably have to get the sound effects class in there?

I thought that might be the case, do you or anyone else know how to do that?

And thankies Hexxy!
Marrend
Guardian of the Description Thread
21806
Oh. Well, I think it could be...

Audio.se_play("Jump1", 70, 100)

...that?

*Edit: So, I think it would ultimately look like...

when ROUTE_JUMP;              jump(params[0], params[1]); Audio.se_play("Jump1", 70, 100)

...this, but let's do a few tests!

*Edit2: The hack solution I came up with:
when ROUTE_JUMP;              jump(params[0], params[1]); temp = RPG::SE.new("Jump1", 70, 110); temp.play
Kloe
I lost my arms in a tragic chibi accident
2236

Nope... it didn't work, aparently it can't find the file, it is definately called Jump1!
Hexatona
JESEUS MIMLLION SPOLERS
3702
... Do you need to put in the relative path? Or the filetype?
Kloe
I lost my arms in a tragic chibi accident
2236
Yay! Specifing that it's an OGG works,
when ROUTE_JUMP;              jump(params[0], params[1]); temp = RPG::SE.new("Jump1.ogg", 70, 110); temp.play
is the working code!

Yay!
Marrend
Guardian of the Description Thread
21806
Weird. I did not have to specify file type at all!

*Edit: Oh well! Long as it works!
Pages: 1