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Problem with Sound Effects (it keeps looping).
Hello. First of all, I've made this account here today and, while i do browse the website, I'm not sure if I'm doing this right.
If not, please do warn/remove this.
Anyway, I have a problem that I think is quite simple and silly and I'm just doing something wrong that I can't notice, but this is driving me insane.
I use RPG Maker XP.
I'm making a cutscene and it should start with a black screen and okay, everything is alright here. The problem is that I need to add two audios. Both are imported. One is a BGS of birds chirping, which I managed easily. The other is a SE of a door being knocked. There is the problem. I wanted the BGS to roll for about 5 seconds, add the SE so the door can be knocked seven times (that is the amount of times of the whole audio clip. It's about only two seconds long, though), and then stop with the BGS still playing so the cutscene can go on.
What I'm doing is this:

This is the exact timing I want and everything works beautifully except... The SE loops. It waits the time I want, happens, stops for the same time, and happens again. Keeps looping, despite me setting it to stop after the 35 frames?
Then I tried to put the SE on another event, as a parallel event. First, I tried this:

Which of course made the knocking go off as soon as the intro started, along with the BGS. Which is not what I want. And not only that, but the knocking sounded weird, as if doubled.
Then I tried, on the SE event, to make it wait 20 frames to start, just to test. Like this:
http://i.imgur.com/NlCuGP0.png
Which caused the SE simply not to play. I tried setting it to Autorun event too, but nothing. The BGS would play by itself.
Then I tried to put the Wait command after the SE command, which.... caused the knocking to go off as soon as the intro started, along with the BGS, but without the sound being messed up, and without looping. I tried to keep it and add the wait command before as well, but then again it caused it not to play.
Then I tried to add a Wait command right after the BGS one, like this:

Which caused the knocking to go off along with the BGS anyway, but now looping and even overlaying itself sometimes. I tried it with both keeping or not the Wait command after the SE. Without it was worse, it looped very fast and the knocking overlayed itself a lot.
For last, I tried this:

Which made the knocking indeed wait to go off after all, but then it kept looping, despite the Stop thingy.
When i removed the Wait command from the first page (the autorun page), then again, the SE didn't play at all.
I don't know if it has anything to do with the fact that it's a autorun event? How I do I stop it from looping, but keep the BGS playing?
Sorry for the probably stupid question, but I just can't really figure it out nor did I find anything to solve my problem.
Thanks in advance. I really hope I don't mess this up.
If not, please do warn/remove this.
Anyway, I have a problem that I think is quite simple and silly and I'm just doing something wrong that I can't notice, but this is driving me insane.
I use RPG Maker XP.
I'm making a cutscene and it should start with a black screen and okay, everything is alright here. The problem is that I need to add two audios. Both are imported. One is a BGS of birds chirping, which I managed easily. The other is a SE of a door being knocked. There is the problem. I wanted the BGS to roll for about 5 seconds, add the SE so the door can be knocked seven times (that is the amount of times of the whole audio clip. It's about only two seconds long, though), and then stop with the BGS still playing so the cutscene can go on.
What I'm doing is this:

This is the exact timing I want and everything works beautifully except... The SE loops. It waits the time I want, happens, stops for the same time, and happens again. Keeps looping, despite me setting it to stop after the 35 frames?
Then I tried to put the SE on another event, as a parallel event. First, I tried this:

Which of course made the knocking go off as soon as the intro started, along with the BGS. Which is not what I want. And not only that, but the knocking sounded weird, as if doubled.
Then I tried, on the SE event, to make it wait 20 frames to start, just to test. Like this:
http://i.imgur.com/NlCuGP0.png
Which caused the SE simply not to play. I tried setting it to Autorun event too, but nothing. The BGS would play by itself.
Then I tried to put the Wait command after the SE command, which.... caused the knocking to go off as soon as the intro started, along with the BGS, but without the sound being messed up, and without looping. I tried to keep it and add the wait command before as well, but then again it caused it not to play.
Then I tried to add a Wait command right after the BGS one, like this:

Which caused the knocking to go off along with the BGS anyway, but now looping and even overlaying itself sometimes. I tried it with both keeping or not the Wait command after the SE. Without it was worse, it looped very fast and the knocking overlayed itself a lot.
For last, I tried this:

Which made the knocking indeed wait to go off after all, but then it kept looping, despite the Stop thingy.
When i removed the Wait command from the first page (the autorun page), then again, the SE didn't play at all.
I don't know if it has anything to do with the fact that it's a autorun event? How I do I stop it from looping, but keep the BGS playing?
Sorry for the probably stupid question, but I just can't really figure it out nor did I find anything to solve my problem.
Thanks in advance. I really hope I don't mess this up.
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