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Music Player



It looks like an overly simply music player, and that's because it is. The settings here actually apply to the project, so you can configure the start and looping time of each song, then test the song. These settings get saved automatically, so there is no APPLY button. I've noticed lots of the MIDI files from the old RPG Maker 2003 resources have silence at the beginning of them, so the start position comes in handy here. You could then set the loop time to the same as the start time (shown above), or make it 0 for there to be a moment of silence between each loop. As for the panning, speed, and volume settings you were expecting, those only appear when assigning songs to things (event scripts, map settings, etc.). There will be a preview button so you can test the sound settings out before deciding upon them. Music files are simply added to the .2xg file as-is, so be careful about compression. The editor won't accept raw WAVs as music tracks for this reason. If you need lossless audio, convert to FLAC instead and then import. Nobody wants to download 500+MB of soundtrack data just to play a classic 2D RPG.

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I think I'm going to be a little picky but please bear with me.

A second is too big to set a loop point properly. Also for starting position.
Another thing good to have is a "test loop" option. It gets troublesome after some tries of getting the loop right.

But anyway! Still awesome!
I said chiptune because that's a common genre I find in those sort of file types.
author=WolfCoder
...where the samples are in the file along with sequences of notes and controls. These are most often used for chiptune, but I was able to convert a SNES SPC into an IT file and get it to play in RPG 20XX, so it's handy for emulator dumps too.

Very cool - I've talked about something like this with people before. Specifically attempting to emulate the way PSF samples/tracker soundtracks in the PS1/N64 era worked/sounded - so this is very interesting (actually much closer to what you're doing than chiptunes are afaik? as chip tones are generated by the hardware, right?).

author=WolfCoder
You misread it. I was explaining cases where the loop position would be BEFORE the start position. The song starts out at start position, but resets to loop position at the end. If loop position is 0, then it starts at the beginning of the file instead of the start position again.

RPG 20XX Supports OGG, MP3, FLAC, MIDI, XM and IT
XM and IT are odd song module formats you can edit with OpenMPT and are in between WAV and MIDI where the samples are in the file along with sequences of notes and controls. These are most often used for chiptune, but I was able to convert a SNES SPC into an IT file and get it to play in RPG 20XX, so it's handy for emulator dumps too.


Thanks for the info :).
You misread it. I was explaining cases where the loop position would be BEFORE the start position. The song starts out at start position, but resets to loop position at the end. If loop position is 0, then it starts at the beginning of the file instead of the start position again.

RPG 20XX Supports OGG, MP3, FLAC, MIDI, XM and IT
XM and IT are odd song module formats you can edit with OpenMPT and are in between WAV and MIDI where the samples are in the file along with sequences of notes and controls. These are most often used for chiptune, but I was able to convert a SNES SPC into an IT file and get it to play in RPG 20XX, so it's handy for emulator dumps too.
Nice :D.
Will it support .ogg too?
Also, how will to make it no silence for each loop if 0 still cause silence?

Good luck with the next progress ;).
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