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MZRegion Sound MZ – Ambient BGS by Region ID with Proximity Fade

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: Region Sound MZ – Ambient BGS by Region ID with Proximity Fade
  • Original author: Axgin96
  • Original date: November 1, 2025
  • Source thread: https://forums.rpgmakerweb.com/threads/region-sound-mz-ambient-bgs-by-region-id-with-proximity-fade.180811/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMZ)

Summary

Region Sound MZ v1.0 by axgin96​ Introduction Hey! I’m axgin96, a small dev who sometimes hacks together tiny plugins to make RPG Maker work the way I need. When they help me, I share them—hopefully they’ll help someone else too.

Archived First Post

Region Sound MZ v1.0
by axgin96


Introduction
Hey! I’m axgin96, a small dev who sometimes hacks together tiny plugins to make RPG Maker work the way I need. When they help me, I share them—hopefully they’ll help someone else too.
RegionSoundManager does one simple, handy thing: it binds ambient sounds (BGS) to map Region IDs. Paint your river with a Region, assign a water sound, and the plugin handles the rest—volume fades in as you get closer, fades out as you leave, and multiple regions can layer nicely for richer ambience.


Features
• Region-based ambient audio (BGS)
• Smooth volume transitions / proximity falloff
• Supports multiple regions concurrently
• Simple API with three calls (set, clear, stop)
• Plug-and-play; no custom eventing needed beyond a Parallel event/common event


Screenshots
tutorial 1 region.png
tutorial 2 sound.png
tutorial 3 sound.png
tutorial 4.png


How to Use


  1. In the map editor, paint the areas you want to “emit” sound using a Region ID.
  2. Create a Common Event or Map Event set to Parallel.
  3. Add the script call(s) below to register your regions and sounds.
  4. Place the BGS files in /audio/bgs/.
    That’s it—the plugin handles detection, mixing, and volume transitions automatically.

Plugin Commands / Script Calls
Code:
RegionSoundManager.setRegion(regionId, radius, soundName, maxVolume)
regionId: Region ID on your map (e.g., 10)
radius: Detection radius around the player (e.g., 5 tiles)
soundName: BGS filename in /audio/bgs/ (without extension)
maxVolume: Max volume on top of the Region (0–100)


Example:
Code:
RegionSoundManager.setRegion(10, 4, "River", 80)


Utilities:
Code:
RegionSoundManager.clear()
— removes all active region sounds
Code:
RegionSoundManager.stop()
— stops the current playing BGS


Demo
An empty project demo is included so you can test right away. It’s configured with sample Regions and BGS to showcase all features.


Download


Terms and Credits
• Credit: axgin96
• You may include the plugin in your released games/projects
• Disclaimer: Created as a passion project; support/updates not guaranteed.

Features Mentioned

  • Region-based ambient audio (BGS)
  • Smooth volume transitions / proximity falloff
  • Supports multiple regions concurrently
  • Simple API with three calls (set, clear, stop)
  • Plug-and-play; no custom eventing needed beyond a Parallel event/common event

Downloads / Referenced Files

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License / Terms Note

Terms and Credits • Credit: axgin96 • You may include the plugin in your released games/projects • Disclaimer: Created as a passion project; support/updates not guaranteed.

Referenced Images / Attachments

axgin96.itch.io
axgin96.itch.io
axgin96.itch.io
axgin96.itch.io
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.

#rmmz#plugin-archive

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