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You might as well as post what script that let you do that.And so, I'm disabling it with a script.
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.Why are VX Ace game F1 options connected like this?
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 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.
Can you tell us what game that was and what you did?played another VX Ace game and found that the audio was disabled from when I was playtesting my own game
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.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)
Yeah, pretty sure that's what OP is asking for, just a forced registry value change on startup. Like Play BGM/BGS = on.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.
but it didn't work in my game when I disabled the audio with F1.
READ_F1_SETTINGS = true # User can disable channels 1+ audio with F1?
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.I did :/
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.Bump! I wonder if the RGSS3 registry values could somehow be moved to the game's own game.ini file?
(I want to see this get made as well, I don't think mods will mind if you bump the post.)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.