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VXACEExtended Music Script 3.5

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Extended Music Script 3.5
  • Original author: Zhek
  • Original date: May 28, 2012
  • Source thread: https://forums.rpgmakerweb.com/threads/extended-music-script-3-5.2235/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)

Summary

Extended Music Script 3.5 ​ Introduction This script allows you to play music formats like psf, spc, mod, it, etc in your game, just like mp3 or midi.

Archived First Post

Extended Music Script 3.5


Introduction

This script allows you to play music formats like psf, spc, mod, it, etc in your game, just like mp3 or midi.

Features

New Features:

- Script compatible with RPG Maker VX Ace

I mostly rewrote the code that's indented. Everything else was written by either Mooshykris or Guillaume777 years ago.

Credit us if you want in your game. Please report any bugs you may encounter to zhek.pvm@gmail.com and I'll try to fix them.

Script allows you to play unusual formats ( .psf, .gym, .spc, it, mod, etc. ) if there is a winamp dll for it

Script works with multiple format/dlls and doesn't require a 'call script' ( just make it play like any BGM )

Script won't give error unless there is a music file requiring dll and dll is not there

How to Use

Make sure Winamp.dll, out_wave.dll and the music dlls are in a folder called 'DLL' in your game folder

If you use in_bass.dll you need to have bass.dll in your game folder.

Copy your music files to the BGM folder ( you can't import them via RPG VX/Ace )

If you use .minipsf don't forget to include the psflib !!

Just use an event to play the music like any regular BGM

The music files won't play in Sound Test, only in the real game

If you want loop music files you need to edit dlls in winamp and copy the configure files to the DLL folder

Script

Code:
#==============================================================================
# Extended Music Script Version 3.5
#------------------------------------------------------------------------------
# Edited by Zhek
# May 28, 2012
#
# New Features:
#   - Script compatible with RPG Maker VX Ace
#
# I mostly rewrote the code that's indented. Everything else was written by
# either Mooshykris or Guillaume777 years ago.
# Credit us if you want in your game.
# Please report any bugs you may encounter to zhek.pvm@gmail.com and I'll try to
# fix them.
#------------------------------------------------------------------------------
# Edited by Mooshykris
# March 6, 2007
#==============================================================================
# Version 2.0 Features:
# The Ability to play USF, MINIUSF, and all In_Cube Files
#==============================================================================
#Original Script:
#------------------------------------------------------------------------------
#Audio formats extension script
#------------------------------------------------------------------------------
# Guillaume777
# 3.1
# 2006/04/28
#==============================================================================
# Version 3.0 :
# -New support for in_bass dll ! You can now play those formats :
# '.XM', '.IT', '.S3M', '.MOD', '.MTM', '.UMX', '.MO3'
# -New support for fading !
# -Improved code, now script is really fast
#
#
# Great improvement of Andreas21 'WimAmp plugins', by Guillaume777 ( 2005 )
# Script allows you to play unusual formats ( .psf, .gym, .spc, it, mod, etc. ) if there is a winamp dll for it
# Script works with multiple format/dlls and doesn't require a 'call script' ( just make it play like any BGM )
# Script won't give error unless there is a music file requiring dll and dll is not there
# Instructions
#
# Make sure Winamp.dll, out_wave.dll and the music dlls are in a folder called 'DLL' in your game folder
# If you use in_bass.dll you need to have bass.dll in your game folder.
# Copy your music files to the BGM folder ( you can't import them via RPG VX/Ace)
# If you use .minipsf don't forget to include the psflib !!
# Just use an event to play the music like any regular BGM
# The music files won't play in Sound Test, only in the real game
# If you want loop music files you need to edit dlls in winamp and copy the configure files to the DLL folder
#
#
# Credits for Winamp class and Winamp.dll to Andreas21 (C) 2004
module G7_AFES_MOD
BGM_DIRECTORY = 'Audio/BGM/' # directory of BGMs
DLL_DIRECTORY = 'DLL/' #directory of dll
OUT_DLL = 'out_wave.dll' #output dll, default = 'out_wave.dll'
WIN_DLL = 'WinAmp.dll' #winamp dll, default = 'winamp.dll'
BGM_EXT = ['.mp3', '.mid', '.ogg', '.wma', '.wave'] #normal extension
PSF_EXT = ['.psf', '.minipsf', '.psf2', '.minipsf2']
GSF_EXT = ['.gsf', '.minigsf']
USF_EXT = ['.usf', '.miniusf']
CUBE_EXT = ['.hps', '.dsp']
SNES_EXT = ['.spc']
GEN_EXT = ['.gym', '.cym']
MOD_EXT = ['.XM', '.IT', '.S3M', '.MOD', '.MTM', '.UMX', '.MO3']

PSF_DLL = 'in_psf.dll'
GSF_DLL = 'in_gsf.dll'
USF_DLL = 'in_usf.dll'
CUBE_DLL = 'in_cube.dll'
SNES_DLL= 'in_snes.dll'
GEN_DLL = 'in_ym.dll'
MOD_DLL = 'in_bass.dll'
end
module RPG
class AudioFile
attr_accessor :file_extension #stores the extension of file
attr_accessor :file_name #stores the real file name
attr_accessor :file_dll #store dll required to play it
end
end
module Audio
@winamp = nil #stores audio player
@winamp_volume = nil #stores volume value
@winamp_playing_bgm = nil #stores music played by winamp
@winamp_bgm_fading = nil #stores if bgm is currently fading or not
@winamp_current_dll = nil # stores current dll used by winamp
@fade_dec = nil #stores how much the volume decrease per frame while fading
def Audio.winamp_bgm_fading
return @winamp_bgm_fading
end
#==============================================================================
# Create winamp system, play music file with winamp, set volume
#==============================================================================
def self.winamp_bgm_play(file_name, volume = 100.0, dll = nil)
if @winamp_current_dll != dll then
  @winamp_current_dll = dll
  @winamp = WinAmp_Plugin_System.new(dll) #new winamp with new dll
end
volume = 255 #convert volume from rmxp to winamp
if volume > 255.0 then volume = 255.0 end
@winamp_playing_bgm = file_name
@winamp.play(file_name)
@winamp_volume = volume
@winamp.setvolume(volume)
end #end def

#==============================================================================
# Initiate the fading, calculates @fade_dec
#==============================================================================
def self.winamp_bgm_fade_init(frames)
if @winamp_playing_bgm != nil then
@fade_dec = @winamp_volume / frames
@winamp_bgm_fading = true
self.winamp_bgm_fade
end
end
#==============================================================================
# Fade volume by @fade_dec
#==============================================================================
def self.winamp_bgm_fade
@winamp_volume += -@fade_dec
@winamp.setvolume(@winamp_volume) #drop in volume for a fade
if @winamp_volume <= 0
self.winamp_bgm_stop
end
end
#==============================================================================
# Stops playing music
#==============================================================================
def self.winamp_bgm_stop
if @winamp_playing_bgm != nil then
@winamp.setvolume(255)
@winamp.stop #stop winamp
end
@winamp_bgm_fading = false
@fade_dec = false
@winamp_volume = nil
@winamp_playing_bgm = nil
end
#==============================================================================
# Uses Win32API and WinAmp.dll to add winamp functions
#==============================================================================
class WinAmp_Plugin_System #This part was done by Andreas21
def initialize(in_dll)
# DLL Pfaht festlegen
dll_directory = G7_AFES_MOD::DLL_DIRECTORY
in_dll = dll_directory + in_dll
out_dll = dll_directory + G7_AFES_MOD::OUT_DLL
winamp_dll = dll_directory + G7_AFES_MOD::WIN_DLL
# 2 API Funktionen die gebraucht werden für das Fenster Handel
@ReadIni = Win32API.new 'kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l'
@FindWindow = Win32API.new 'user32', 'FindWindowA', %w(p p), 'l'
# Benötigte DLL Funktionen Laden
@Init_Winamp = Win32API.new winamp_dll, 'Init_Winamp', %w(p p l), 'l'
@Quit_Winamp = Win32API.new winamp_dll, 'Quit_Winamp', '', ''
@Winamp_Play = Win32API.new winamp_dll, 'Winamp_Play', 'p', 'l'
@Winamp_Pause = Win32API.new winamp_dll, 'Winamp_Pause', '', ''
@Winamp_Stop = Win32API.new winamp_dll, 'Winamp_Stop', '', 'l'
@Winamp_OnlyExtensions = Win32API.new winamp_dll, 'Winamp_OnlyExtensions', '', 'p'
@Winamp_OutName = Win32API.new winamp_dll, 'Winamp_OutName', '', 'p'
@Winamp_OutConfig = Win32API.new winamp_dll, 'Winamp_OutConfig', 'l', ''
@Winamp_OutAbout = Win32API.new winamp_dll, 'Winamp_OutAbout', 'l', ''
@Winamp_IsPlaying = Win32API.new winamp_dll, 'Winamp_IsPlaying', '', 'l'
@Winamp_InName = Win32API.new winamp_dll, 'Winamp_InName', '', 'p'
@Winamp_Extensions = Win32API.new winamp_dll, 'Winamp_Extensions', '', 'p'
@Winamp_InConfig = Win32API.new winamp_dll, 'Winamp_InConfig', 'l', ''
@Winamp_InAbout = Win32API.new winamp_dll, 'Winamp_InAbout', 'l', ''
@Winamp_GetFileInfo = Win32API.new winamp_dll, 'Winamp_GetFileInfo', %w(p l), 'p'
@Winamp_InfoBox = Win32API.new winamp_dll, 'Winamp_InfoBox', %w(p l), 'l'
@Winamp_GetLength = Win32API.new winamp_dll, 'Winamp_GetLength', '', 'l'
@Winamp_LengthStr = Win32API.new winamp_dll, 'Winamp_LengthStr', 'l', 'p'
@Winamp_GetOutputTime = Win32API.new winamp_dll, 'Winamp_GetOutputTime', '', 'l'
@Winamp_SetVolume = Win32API.new winamp_dll, 'Winamp_SetVolume', 'l', ''
@Winamp_SetPan = Win32API.new winamp_dll, 'Winamp_SetPan', 'l', ''
@Winamp_setoutputtime = Win32API.new winamp_dll, 'winamp_setoutputtime', 'l', ''
@Winamp_IsPaused = Win32API.new winamp_dll, 'Winamp_IsPaused', '', 'l'
# Winamp Plugin Systen Start
@Init_Winamp.call(in_dll, out_dll, handel)
end
# Play the file. Return 0 if no error happend.
def play(file)
return @Winamp_Play.call(file)
end
# First call pause the sound and the second call unpause it.
def pause
@Winamp_Pause.call()
end
# Stop playing.
def stop
return @Winamp_Stop.call()
end
# Quit WinAmp
def quit
@Quit_Winamp.call()
end
# Return all the supported mediafiles.
def onlyextensions
return @Winamp_OnlyExtensions.call()
end
# Out_DLL Infos
def outname
return @Winamp_OutName.call()
end
# Open the config-dialog of the out-plugin.
def outconfig
@Winamp_OutConfig.call(handel)
end
# Open the about-dialog of the out-plugin
def outabout
@Winamp_OutAbout.call(handel)
end
# Return <>0 if a sound is playing, but doesn't work if in-plugin don't need the out-plugin
def isplaying
return @Winamp_IsPlaying.call()
end
# Return the name of the in-plugin.
def inname
return @Winamp_InName.call()
end
# Return the extentions and the type name of all supported mediafiles
def extensions
return @Winamp_Extensions.call()
end
# Open the config-dialog of the in-plugin.
def inconfig
@Winamp_InConfig.call(handel)
end
# Open the about-dialog of the in-plugin.
def inabout
@Winamp_InAbout.call(handel)
end
# return the title of a file and the length in ms.
def getfileinfo(playfile,length_adr)
return @Winamp_GetFileInfo.call(playfile,length_adr)
end
# Open the file-info-dialog of the in-plugin. Not supported of all pluggins (=the will do nothing)
def infobox(playfile)
return @Winamp_InfoBox.call(playfile,handel)
end
# Returns the length of the playing file in ms.
def getlength
return @Winamp_GetLength.call()
end
# Convert the length to a string. Format: "h:mm:ss".
def lengthstr(length)
return @Winamp_LengthStr.call(length)
end
# Return the current playing position.
def getoutputtime
return @Winamp_GetOutputTime.call()
end
# Set the volume (0 to 255)
def setvolume(volume)
@Winamp_SetVolume.call(volume)
end
# Set the pan (left=-127 to 127=right)
def setpan(pan)
@Winamp_SetPan.call(pan)
end
# Set the playing position position. Not supported of all in-plugins. Can be very slow.
def setoutputtime(time)
@Winamp_setoutputtime.call(time)
end
# Return <>0 if paused.
def ispaused
return @Winamp_IsPaused.call()
end
def handel
game_name = 0.chr * 255
zeichen = @ReadIni.call('Game','Title','',game_name,255,'.\Game.ini')
return @FindWindow.call('RGSS Player',game_name.slice!(0,zeichen))
end #end of init
end #end of class
end #end of module

class RPG::BGM < RPG::AudioFile
#--------------------------------------------------------------------------
# ? Play BGM either normally or by using winamp plugin
#--------------------------------------------------------------------------
def play(pos = 0)
  if @name.empty?
	Audio.bgm_stop
	Audio.winamp_bgm_stop
	@@last = RPG::BGM.new
  else
	@@last = self.clone
	if @file_extension == nil then #stores extension of file
	  @file_extension = self.get_file_extension(@name)
	end
	if @file_name == nil then #stores path and name of file
	  @file_name = G7_AFES_MOD::BGM_DIRECTORY + @name + @file_extension
	end
	 if @file_extension.empty? or G7_AFES_MOD::BGM_EXT.include?(@file_extension) #normal music file
	   Audio.winamp_bgm_stop
	   Audio.bgm_play( @file_name, @volume, @pitch, pos)
	 else #if file required winamp plugin to play
	   Audio.winamp_bgm_stop
	   Audio.bgm_stop
	   if @file_dll == nil then
		 @file_dll = self.get_dll(@file_extension) # get dll required to play file
	   end
	   Audio.winamp_bgm_play(@file_name, @volume, @file_dll) #Play the new audio format
	 end
  end
  Graphics.frame_reset
end
def self.fade(time)
  Audio.bgm_fade(time)
  Audio.winamp_bgm_fade_init(time * (60.0/1000.0)) #line added
  @@last = RPG::BGM.new
end

def self.stop
  Audio.bgm_stop
  Audio.winamp_bgm_stop #line added
  @@last = RPG::BGM.new
end
#--------------------------------------------------------------------------
# ? Returns correct extension of file
#--------------------------------------------------------------------------
def get_file_extension(bgm_name)
file_name= G7_AFES_MOD::BGM_DIRECTORY + bgm_name
extensions = G7_AFES_MOD::BGM_EXT + G7_AFES_MOD::PSF_EXT + G7_AFES_MOD::GSF_EXT + G7_AFES_MOD::USF_EXT + G7_AFES_MOD::CUBE_EXT + G7_AFES_MOD::SNES_EXT + G7_AFES_MOD::GEN_EXT + G7_AFES_MOD::MOD_EXT
file_extension = "" #nil by default
for extension in extensions
if FileTest.exist?(file_name + extension) #if it found extension
file_extension = extension # remember extension
break
end
end
return file_extension
end
#--------------------------------------------------------------------------
# ? Returns dll required to play file with winamp system
#--------------------------------------------------------------------------
def get_dll(file_extension)
  if G7_AFES_MOD::PSF_EXT.include?(file_extension)
	dll = G7_AFES_MOD::PSF_DLL
  elsif G7_AFES_MOD::GSF_EXT.include?(file_extension)
	dll = G7_AFES_MOD::GSF_DLL
  elsif G7_AFES_MOD::USF_EXT.include?(file_extension)
	dll = G7_AFES_MOD::USF_DLL
  elsif G7_AFES_MOD::CUBE_EXT.include?(file_extension)
	dll = G7_AFES_MOD::CUBE_DLL
  elsif G7_AFES_MOD::MOD_EXT.include?(file_extension)
	dll = G7_AFES_MOD::MOD_DLL
  elsif G7_AFES_MOD::SNES_EXT.include?(file_extension)
	dll = G7_AFES_MOD::SNES_DLL
  elsif G7_AFES_MOD::GEN_EXT.include?(file_extension)
	dll = G7_AFES_MOD::GEN_DLL
  else
	dll = nil
  end
return dll
end
end #end class
class Scene_Base
#--------------------------------------------------------------------------
# ? Update the sound level if fading
#--------------------------------------------------------------------------
alias g7_afes_scene_base_update update
def update
  g7_afes_scene_base_update #update normally
  if Audio.winamp_bgm_fading
  Audio.winamp_bgm_fade #lower volume for the frame
  end
end
end
FAQ

I'll be adding questions here as you guys ask them.

Credit and Thanks

- Zhek (me, VX Ace rewrite)

- Mooshykris (Improvements over original version)

- Guillaume777 (Original Script)

Author's Notes

This script has been tested with RPG Maker VX Ace. It might work in VX too, but I haven't tried it yet. Let me know if you use it successfully there!

Dlls needed to make this work are available to download here. I have already included in_psf.dll which is needed to play PSX (.psf, .minipsf) music files. If you want to play other files such as SNES', you need to download in_spc.dll and so on.

Features Mentioned

  • New Features:
  • Script compatible with RPG Maker VX Ace
  • I mostly rewrote the code that's indented. Everything else was written by either Mooshykris or Guillaume777 years ago.
  • Credit us if you want in your game. Please report any bugs you may encounter to zhek.pvm@gmail.com and I'll try to fix them.
  • Script allows you to play unusual formats ( .psf, .gym, .spc, it, mod, etc. ) if there is a winamp dll for it
  • Script works with multiple format/dlls and doesn't require a 'call script' ( just make it play like any BGM )
  • Script won't give error unless there is a music file requiring dll and dll is not there

Downloads / Referenced Files

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Log in, then follow the RPG Maker Developers Group to see these download links.

Log in to download

License / Terms Note

Credit us if you want in your game. Please report any bugs you may encounter to zhek.pvm@gmail.com and I'll try to fix them. Script allows you to play unusual formats ( .psf, .gym, .spc, it, mod, etc. ) if there is a winamp dll for it Script works with multiple format/dlls and doesn't require a 'call script' ( just make it play like any BGM ) Script won't give error unless there is a music file requiring dll and dll...

Creator Claims / Removal

If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.

#original#audio#directory#output#winamp

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