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Romanticist

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TheoAllen

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And so, I'm disabling it with a script.
You might as well as post what script that let you do that.

Why are VX Ace game F1 options connected like this?
AFAIK, their setting is stored in your computer registry. So if you changed one, it will also change whatever VXA game you're going to play in your computer.
 

ZirconStorms

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For reference. https://www.rpgmakercentral.com/topic/5259-audio-pump-up-fmod-ex-14/
Check the module, there is a sort of Bypass option for F1 and their audio script. Any of the available channels will ignore the "mute" options from the F1 menu. This doesn't include the default audio channel for Ace, though. It might work as a starting point for a scripter, I suppose.
 

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I recommend using a script to actually add options to change sound volume in your game while leaving the F1 menu available. This way your game looks professional but at the same time players can solve problems coming from muting audio in other games.

If you really want to disable F1 menu then you might want a script to change that registry value when your game starts.
 
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ZirconStorms

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I recommend using a script to actually add options to change sound volume in your game while leaving the F1 menu available. This way your game looks professional but at the same time players can solve problems coming from muting audio in other games.

If you really want to disable F1 menu then you might want a script to change that registry value when your game starts.
I think they've already managed to disable F1, they just wish to make sure that regardless if the registry has mute BGM/BGS/etc (for other games), their project, when booting up, force-enables sound. (+ then most likely checking for other sound control options through scripts)
 

Roninator2

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played another VX Ace game and found that the audio was disabled from when I was playtesting my own game
Can you tell us what game that was and what you did?
I'm curious to know how this happens.
 

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I think they've already managed to disable F1, they just wish to make sure that regardless if the registry has mute BGM/BGS/etc (for other games), their project, when booting up, force-enables sound. (+ then most likely checking for other sound control options through scripts)
I already know the OP disabled the F1 menu already, that is exactly why I said I do not recommend that but - in case the OP really wants it - overwriting the registry value for that when the game starts ensures that the game sound works as intended.
There are scripts to control your sound volume in-game and that is what I recommend, but if you disable F1 menu AND do not overwrite the value stored in windows registry when booting the game even a script like that is completely useless.
 

ZirconStorms

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I already know the OP disabled the F1 menu already, that is exactly why I said I do not recommend that but - in case the OP really wants it - overwriting the registry value for that when the game starts ensures that the game sound works as intended.
There are scripts to control your sound volume in-game and that is what I recommend, but if you disable F1 menu AND do not overwrite the value stored in windows registry when booting the game even a script like that is completely useless.
Yeah, pretty sure that's what OP is asking for, just a forced registry value change on startup. Like Play BGM/BGS = on.
The F1/F12 buttons are very annoying, admittedly. + Muting through F1 means that all RPG Maker Ace games are muted, whether the player realizes this or not. OP probably wants people to only mute their game audio through a proper in-game menu.

I found this: https://forums.rpgmakerweb.com/index.php?threads/detecting-f1-keyboard-settings.31173/
which detects F1 keyboard settings, but the formatting for it is all broken. Another possible starting point if anyone wants to go ahead and reformat it.

EDIT: there's also these posts.
https://forums.rpgmakerweb.com/inde...atically-know-if-the-game-is-fullscreen.4113/

https://forums.rpgmakerweb.com/inde...eybindings-and-have-it-reflected-in-f1.25178/
 
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TheoAllen

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but it didn't work in my game when I disabled the audio with F1.
Code:
 READ_F1_SETTINGS = true # User can disable channels 1+ audio with F1?
You probably need to set this to false.
 

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ZirconStorms

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Play a regular BGM, then start up an audio track that's in one of those FMOD channels (aka 1 or above), you'll hear that it plays even with BGM disabled. You can open up the demo and just test it around with those game files rather than recreating it all in a new RPG Maker project.

Edit:
I've been working on a demo ver. with the FMOD engine, there is a weird effect going on with generic fadeouts (ex: BGM fades on title) so that might be a huge issue.
I set in scene_title the game_variable that controls audio channel numbers to 4 and then set it again whenever a new game starts up, which does the trick. I'll send a demo if anyone would like to try it out for themselves.

Honestly the best shot people might have here is with registry data rather than with FMOD.
 
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Romanticist

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ZirconStorms

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Bump! I wonder if the RGSS3 registry values could somehow be moved to the game's own game.ini file?
Doubt it, and anyways you'd need to load up the data in that ini file ingame. + players can technically just edit the ini file.
I found this, though: https://forums.rpgmakerweb.com/inde...en-option-freezes-computer.44906/#post-446178

Anyways this same principle could be used for other F1 data - force change the registry data, since games don't have individual settings. Idk how effective it'd be.
 

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ZirconStorms

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I wouldn't mind players editing the ini file if it would allow them to enable/disable audio specifically for my game and not for all RGSS3 games.
I actually have a reg file in my game folder as a last resort, but if there's any other ideas then I'm all ears. I guess this will be my last bump, I don't want to be too much of a bother haha.
(I want to see this get made as well, I don't think mods will mind if you bump the post.)
Fair enough; still, I highly doubt you can make exclusive F1 data for an individual RPG Maker Ace game.
Also for reference- https://forums.rpgmakerweb.com/index.php?threads/rgd-directx-implementation-of-rgss3.95228/
Still a WIP and has some errors, but it could be useful down the road for you. It seems like it ignores F1 audio settings.
 

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