[RMVX ACE] CHANGE OF MUSIC
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My rooms have auto change backgrounds, but sometimes events call for a change of bgm upon entering a room. But when your character enters the room, you can hear the bgm used for the room for a split few seconds before the bgm changes to the music I want for it. Fading out doesn't work and I've tried many different things like switching where the event triggers, or the fading out triggers, or the bgm change triggers, but I cannot figure it out. Does anyone know how to do this exactly, I know its been done correctly before.
The thought in my head is that you could set up the BGM for that room (or rooms like it) strictly via an event, rather than Map Properties.
I'm imagining the scenario that a switch gets disabled whenever players leave a room. A parallel process occurs when entering a room, which decides which BGM to play, then enables the switch for two purposes. One is that the event can trigger again on the next room (or whatever). The other so that it does not continuously run during this room (ie: Page 2 requires that switch to run, but is otherwise an empty event-page).
Does... that make any sense?
I'm imagining the scenario that a switch gets disabled whenever players leave a room. A parallel process occurs when entering a room, which decides which BGM to play, then enables the switch for two purposes. One is that the event can trigger again on the next room (or whatever). The other so that it does not continuously run during this room (ie: Page 2 requires that switch to run, but is otherwise an empty event-page).
Does... that make any sense?
It kind of makes sense. You're saying to make an event that autoruns in the room to play the music unless another event takes place to play other music.
But how exactly would I do that? I can't imagine how I'd be able to manage that especially at my beginner level, it seems kind of complicated.
Is there an example you can give me or something?
But how exactly would I do that? I can't imagine how I'd be able to manage that especially at my beginner level, it seems kind of complicated.
Is there an example you can give me or something?
Marrend, you're overthinking it. You don't need any switches or variables.
In your map properties, you have the option to set music. Don't use it. Instead, play your map music with a parallel process on the map. Consider doing this for every map instead of using the map properties. Frogge does it this way for this very reason, and it significantly reduces the possibility of a music glitch occurring when you have to change music for cutscenes.
In your map properties, you have the option to set music. Don't use it. Instead, play your map music with a parallel process on the map. Consider doing this for every map instead of using the map properties. Frogge does it this way for this very reason, and it significantly reduces the possibility of a music glitch occurring when you have to change music for cutscenes.
Actually, I was thinking you could do it in one event. Like, the thought process was to have an event that is a parallel process on Page 1. It would consist of (probably) a Conditional Branch (or multiples thereof) gets to handle which BGM is playing, then activates a switch at the end. Page 2 is a regular "action button" trigger that requires the switch from Page 1 to be active, but doesn't do anything else. That switch gets reset to "off" in each event where a player transitions maps.
The thought that's now coming to my mind is a Common Event that's a parallel process, based on a switch being active. It would still probably consist of a Conditional Branch (or multiples thereof) that selects the BGM to play. Since it's a parallel process, the switch it's based on should probably be set to "off" at the end of the processing. Thus, rather than transitional events turning it "off", they turn it "on".
I suppose whatever method is best would depend on which rooms need to recognize a BGM change. If it's true for most rooms in the game, I'd say the Common Event method is your best option. If it's one or two, you could probably do the first method.
*Edit: See, paino, I get the impression that the music-change occurs because of something that occurs in-game. Which generally involves a game-switch, which is what I'm thinking the Conditional Branch is based on. To say nothing about triggering the event in question, and making sure it's not continuously running (which is what a parallel process would do).
Bleh. Maybe I am overthinking this.
The thought that's now coming to my mind is a Common Event that's a parallel process, based on a switch being active. It would still probably consist of a Conditional Branch (or multiples thereof) that selects the BGM to play. Since it's a parallel process, the switch it's based on should probably be set to "off" at the end of the processing. Thus, rather than transitional events turning it "off", they turn it "on".
I suppose whatever method is best would depend on which rooms need to recognize a BGM change. If it's true for most rooms in the game, I'd say the Common Event method is your best option. If it's one or two, you could probably do the first method.
*Edit: See, paino, I get the impression that the music-change occurs because of something that occurs in-game. Which generally involves a game-switch, which is what I'm thinking the Conditional Branch is based on. To say nothing about triggering the event in question, and making sure it's not continuously running (which is what a parallel process would do).
Bleh. Maybe I am overthinking this.
As I understand it, you just want to have a different bgm play when you move into a new room, yeah? I would just take care of that in the transfer event into that room:
Fade out screen
Change BGM
Transfer to the new location
Fade in screen
If you only wanted to do this for, like, a specific scene, then you would just place that in a conditional statement that's dependent on a switch being on (or a variable or whatever you plan on using). I'd try to avoid having unnecessary parallel processes running when necessary, personally. Might bog things down.
Fade out screen
Change BGM
Transfer to the new location
Fade in screen
If you only wanted to do this for, like, a specific scene, then you would just place that in a conditional statement that's dependent on a switch being on (or a variable or whatever you plan on using). I'd try to avoid having unnecessary parallel processes running when necessary, personally. Might bog things down.
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