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[SOLVED] Manipulate CURRENT BGM Volume through Action Sequence

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: [SOLVED] Manipulate CURRENT BGM Volume through Action Sequence
  • Original author: Opozorilo
  • Original date: November 2, 2023
  • Source thread: https://forums.rpgmakerweb.com/threads/solved-manipulate-current-bgm-volume-through-action-sequence.162611/
  • Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker VX Support

Summary

This is solved Here's the original post: Spoiler: Original Post Hello everyone!

Archived First Post

This is solved

Here's the original post:

Hello everyone!

I'm here again to ask if anyone knows of a way to manipulate the CURRENTLY PLAYING Battle Background Music (BGM) through a skill during battle. I'm using RPG Maker VX, with a Sideview Battle System (SBS 3.4).

This is what I got so far:
* This section within the SBS Battler Configurations lets me do most of what I need:
In this section I'm able to set:
  • ANIME KEY - The name of the command I will use later on in the ACTION SEQUENCE for a certain skill.
  • Type 1 is always "Sound".
  • Type 2 is "bgm" in this case, as I want to manipulate the battle music.
  • Pitch is normally going to be a 100, as I don't want to change the pitch of the music.
  • Vol is, of course, the volume. I set it to 70 for the command that's intended to lower the volume, and 100 for the command that's supposed to bring the volume back to normal, because that's the default volume for bgm.
  • Filename is the name of the file in the Audio/BGM folder.
Post1.jpg

* In this section I set up the Action Sequence for one specific skill that's going to manipulate the volume of the Battle Music:
  • Here, for the test, I decided to lower the volume of the BGM (Bgm_lower) right before the animation plays, and bring it back to normal (Bgm_normal) when the character finishes his skill and goes back into position.
Post2.jpg

This actually works perfectly. Did some testing and, once we manipulate volumes through this process, the BGM surprisingly doesn't cut to the start each time; instead it keeps playing continuously at the desired volume set, which is great if we knew which BGM will be playing at the time of any battle. However, in most games the BGM changes throughout the journey, which makes the limitation of having to choose one specific BGM file for volume manipulation not ideal.

So, my objective is to be able to do just the previously shown process, but with an option for CURRENT BGM BEING PLAYED in the "Filename" section, instead of having to set ONE specific BGM file in the Audio/BGM folder.

Basically the reason I want to do this is because I have a bard-like character that, once his music sound effects are playing, it's way too disruptive when you hear it alongside the battle music.

I'll leave a demo with the test I explained above.

If anyone knows of away to do this, I'd deeply appreciate the help!!
Thanks in advance for any attention thrown at this

Here's the solution:
This isn't a documented feature, but if you put "" as your filename, it should use the currently playing bgm/bgs instead.

Thanks, everyone!

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