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Original Source
- Original title: Sound Emitting Events
- Original author: ♥SOURCE♥
- Original date: May 1, 2012
- Source thread: https://forums.rpgmakerweb.com/threads/sound-emitting-events.1714/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)
Summary
Sound Emitting Events (v.2.1)
Archived First Post
Sound Emitting Events
(v.2.1)
Introduction
This little script allows you to set up events that will play BGS/ME/SE (you could try BGM, but..) if the player gets close enough.
The volume is based on the distance between the player and the event, so the closer the player is to the event, the louder it will play, the farthest the player is, the softer it will play (or not play at all).
You can set a max volume for the sound/music. (v.2.1)
Features
- Easy to use.
- Compatibility friendly.
- Lemonade friendly.
Screenshot
How to Use
To use it, you just need to make a comment inside the event that would be the sound source with the following →
Code:
LSEE TYPE RANGE PITCH VOLUME FILENAME
Code:
LSEE BGS 8 100 100 Fire
Code:
LSEE SE 8 100 45 Absorb2 60 100
http://www.mediafire...41g2a39vpkuh00d
Script
Code:
#==============================================================================
# ** Lemony's Sound Emitting Events
#------------------------------------------------------------------------------
# * This little script allows to make certain events play music/sounds based
# on player proximity.
# * It is currently limited by one bgs at a time, resulting in lag if one
# sound emitting event's area is overlapping other's sound emitting event area.
#------------------------------------------------------------------------------
# To use it, simple make a comment inside the target event with the following
# LSEE TYPE RANGE PITCH VOLUME FILENAME => LSEE BGS 8 100 100 Fire
# If type is SE or ME, you need two additional variables
# LSEE TYPE RANGE PITCH VOLUME FILENAME DELAY RANDOM
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# * Refresh Alias
#--------------------------------------------------------------------------
alias lemony_see_refresh refresh
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
lemony_see_refresh
return if (@page.nil? || @page.list.nil?)
@page.list.each {|p| b = p.parameters[0]
s, @lsee_out = (b != nil && b.is_a?(String)) ? b.split : '', false
if (p.code == 108 || p.code == 408) && b.include?('LSEE')
@lsee_data = [s[1], s[2], s[3].to_i, s[4], s[5], s[6].to_i, s[7].to_i]
break if @lsee_data != nil
else @lsee_out = true end}
end
#--------------------------------------------------------------------------
# * Update Alias
#--------------------------------------------------------------------------
alias lemony_see_update update
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
lemony_see_update
if !@lsee_data.nil?
xx, yy = (@real_x - $game_player.real_x), (@real_y - $game_player.real_y)
close = (Math.sqrt((xx * xx) + (yy * yy)) <= @lsee_data[1].to_i)
r, d = @lsee_data[1].to_i, Math.sqrt((xx * xx) + (yy * yy))
v, go, ms = (r - (d - 1 % r)) * @lsee_data[3].to_i / r, true, ['ME', 'SE']
if !@lsee_out
if ms.include?(@lsee_data[0])
@lsee_timer ||= @lsee_data[5] + rand(@lsee_data[6])
@lsee_timer = [@lsee_timer - 1, 0].max
go = @lsee_timer <= 0
@lsee_timer = nil if go
end
out = (!@lsee_data[7].nil? && (@lsee_data[7].volume > 0 && !close)) && go
f = "#{@lsee_data[0]}.new('#{@lsee_data[4]}', #{v}, #{@lsee_data[2]})"
@lsee_data[7] ||= eval("RPG::" + f) if close && go
@lsee_data[7].volume = v if !@lsee_data[7].nil? && close
@lsee_data[7].play if ((!@lsee_data[7].nil? && close) && go) || out
@lsee_data[7].volume -= 1 if !@lsee_data[7].nil? && !close
@lsee_data[7] = nil if (!@lsee_data[7].nil? && @lsee_data[7].volume <= 0)
elsif @lsee_out
@lsee_data[7].volume -= 1 if !@lsee_data[7].nil?
@lsee_data[7].play if !@lsee_data[7].nil? && !ms.include?(@lsee_data[0])
if (!@lsee_data[7].nil? && @lsee_data[7].volume <= 0)
@lsee_data, @lsee_out = nil, false
end
end
end
end
end
Free for use in commercial/noncommercial games, no credits needed.
Features Mentioned
- Easy to use.
- Compatibility friendly.
- Lemonade friendly.
Downloads / Referenced Files
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Log in to downloadLicense / Terms Note
Free for use in commercial/noncommercial games, no credits needed.
Creator Claims / Removal
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