wzackw

Veteran
Veteran
Joined
Nov 24, 2015
Messages
38
Reaction score
14
First Language
English
So, I'm wondering if it is possible to do a few things with sound effects:

1) Could I play a long (multi-second) sound effect for footsteps, but cut it off when the player stops walking? (Instead of repeating one short sound each time the player takes a step.)

2) If I were to repeat one short "footstep sound" over and over each time the player takes a step, could I randomly alter its pitch each time it plays? (I have never found a way to handle any type of randomness in RPG Maker MV, or to alter pitch outside the system sound settings, so I assume this is a no-go.)

3) Speaking of randomness, I'd also like to play one of five random noises at irregular random intervals (atmospheric background noises). One of the noises every 30-90 seconds, for example. Is this possible?

Thanks! I really appreciate any help, and sorry for so many questions in one post!

For reference, this is my game:
wzackw.itch.io/monster-garden
 
Last edited:

megumi014

Veteran
Veteran
Joined
Mar 8, 2017
Messages
130
Reaction score
213
First Language
Spanish
Primarily Uses
RMMV
Hi! I haven't looked much into it, so I don't know if it will be perfect, but for the first problem you have I tried this and seems to work:

Make a parallel event, create a conditional branch and on the script command write:

$gamePlayer.isMoving();

and play the SE you want. Check the "else" branch and in there use the Stop SE command. It should stop playing when the player stops walking even if the SE is long.

For the random noises I guess another parallel event would work (I don't know if you can combine them to not have so many parallel running and creating lag): control a variable and set it to random x - x (the numbers you want). Then make one conditional branch for every result and play a different SE and the waiting time you desire after them (or the waiting time before the control variable, so you don't have to repeat it in every conditional branch, but it wouldn't be so random).

I actually tried to combine this random method with the first one, to try to modify the pitch of the steps (another variable = random numbers) but the result is too random if the SE is short (it kinda works though, maybe if you play around with it you find a better solution with longer SE).

I hope it helped :) If you need screenshots of the events let me know.
 

wzackw

Veteran
Veteran
Joined
Nov 24, 2015
Messages
38
Reaction score
14
First Language
English
Thank you! I think that actually all makes sense to me! I've come a long way with RPG Maker XD

I didn't know about the random variables within a range, but that sounds perfect. :D

Thanks!
 

Latest Threads

Latest Profile Posts

 …I think I might need to switch from standard ATK/DEF up/down buffs to parameter altering states. I just had an actor whose usual attack against an enemy does ~25 do a buffed attack against a debuffed enemy for ~600…
just saw that titan quest is free on steam until the 23rd
Zombie status is now complete. I didn't have to do much in the way of changing how healing is applied to undead targets, was just a simple 3 line code. I thought I had to overhaul Game_Action lol. Everything else was doable by events. So.. Zombie: You turn undead. Your element changes to darkness. You're weak to light, you're strong to physical attacks and healing hurts you and revival items will kill you.
My Overworld might be a mix of inspiration from 2D Final Fantasy games, Breath of Fire, Battlechasers: Nightwar, Super Mario World, and Pillars of Eternity. If I can make it more in-depth than just walking from point A to point B, that might do a lot for the gameplay experience. Hmm...

Forum statistics

Threads
115,223
Messages
1,088,198
Members
149,813
Latest member
Mudge
Top