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JLeeT82

Area of Effect Sounds (ACE)

Question

Digging around on the forums, I didn't see this so I thought I would ask.

I noticed that we can't use multiple sound effects in Ace in a single map, that one sound works on the entire map. Now I can change this by events in locations (step on a spot, change SE). But we can't have sounds that are based on an area of the map, with a fading parameter based on location of the player versus the location of the sound.

Example: If I am approaching a grandfather clock (a sprite we have in the editor), and then passing it, the sound of the clock will start out quiet, increase in volume as I approach it, and then decrease in volume as I walk past it.

Anyone know of a way to do this? Would this require a script?

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8 answers to this question

There might be a way to do it by manipulating areas, but I'm not sure.

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You could add a parallel process that checks how far away the player is from an event then adjusts the volume accordingly.

I haven't seen any scripts that allow you to position sound effects on the map and having them adjust Left and Right speaker output, mainly because I'm far too lazy to look if one exists.

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I seem to remember a VX script that did that exact thing, but I can remember which site it was on. Either it was RPGRevolution, Olympian Forums, or RMVX.Net. Maybe, if you can find it, someone may be able to help you convert it to Ace.

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That's a VX script, and it was made by Modern Algebra. Perhaps someone made an Ace equivalent :)

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Thank you Cel. You are always helpful.

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You can create a new thread in the script request and follow the guidelines and rules there :)

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