Original Source
- Original title: OcRam - Audio_EX plugin (for MV)
- Original author: OcRam
- Original date: April 21, 2019
- Source thread: https://forums.rpgmakerweb.com/threads/ocram-audio_ex-plugin-for-mv.108209/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMV)
Summary
Introduction This plugin comes with dynamic distance fading/auto panning for BGS and SE. Plugin allows multiple BGS at the same time and 2 'static' BGS channels that will play through out scenes (intended for ambient BGS such as rain/wind/storm etc...). Plugin also has BGS/BGM fading functionality. All BGS buffers are saved on game save. And of course on game load all saved buffers will autoplay on the spot where they were when game was saved. In addition you may force events to play BGS even if event page is not...
Archived First Post
This plugin comes with dynamic distance fading/auto panning for BGS and SE. Plugin allows multiple BGS at the same time and 2 'static' BGS channels that will play through out scenes (intended for ambient BGS such as rain/wind/storm etc...). Plugin also has BGS/BGM fading functionality.
All BGS buffers are saved on game save. And of course on game load all saved buffers will autoplay on the spot where they were when game was saved.
In addition you may force events to play BGS even if event page is not triggered. Example you might got event that activates on "Action Button", but still want to play BGS on load.
Here's what you need:
- This plugin
- Configure plugin parameters
- Add comments to events where you want SE/BGS with extended functionality
- type || Text || {x, y, d, bg}
x = horizontal (ignores y axis)
y = vertical (ignores x axis)
d = dynamic (ignores nothing)
bg = background (ignores both, x and y axis) - distance || In tiles || {number}
- radius || in tiles || {number}
- fade || Seconds || {number}
- pan || text || {pan/true, nopan/false}
- forced || Text || {forced/true, default/false}
- new || text || {new/true, link/false}
Following examples are written with default plugin parameters:
*Comment* <aex> (is same as: <aex:d:25+0:0: pan:forced>)
*Play BGS* fire (90, 100, 0)
*Comment* <aex:::::default> (is same as: <aex:d:25+0:0: pan:default>)
*Play BGS* fire2 (90, 100, 0)
*Comment* <aex:x::0> (is same as: <aex:x:25+0:0: pan:forced>)
*Play BGS* ocean (90, 100, 0)
*Comment* <aex:bg:0:3> (is same as: <aex:bg:0+0:3:nopan:forced>)
*Play BGS* rain (90, 100, 0)
Below some notes:
- NOTE 1: ALL sounds created via <aex*> tags will be erased if player is transfered to another map.
- NOTE 2: "forced" parameter will execute BGS/SE always, when scene is loaded. (even if event trigger would be "Action button" or "on touch") "default" parameter will execute BGS/SE ONLY, when event is triggered as intended.
- NOTE 3: AEX params will execute ONLY if they are on ACTIVE event page!
Plugin command (to CLEAR buffers with this event id)
Plugin commands (to control dedicated bgs2, which will play also in battle):
Plugin command (to control dedicated bgs3, which will play also in battle):
Plugin commands to dynamic BGS:
First we need to tell that this is Audio_EX event (AEX). We can do it by adding *Comment* BEFORE actual *Play BGS* command. Because this event is forced it will start playing when ever this page is active (no Action button press required).
Then we need *Plugin command* clear_aex to clear this BGS before setting self switch on which will trigger event page 2 (shown after). This part will run only when player presses Action Button on this event.
This page has no BGS sound and because 1st page has FORCED AEX event it will play BGS automatically when Self Switch D is OFF.
All OcRam -plugins now available at ocram-codes.net
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