Battle alters background music?

SMcNeill

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So here's what I currently see happening:

Characters start on Map1 -- Background music plays all light and bubbly.
Characters move to Map2 -- The background music transitions to become dark and creepy.
Characters get into a fight -- Standard battle music plays.
Fight ends -- Background music resumes the light and bubbly default that we saw in map 1...

Anyone know what's causing this? And how I'd go about correcting it?
 

Kes

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How are you setting the map BGM, event or Map Properties?
 

Shaz

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And how are you changing maps - are you in a vehicle?

What plugins do you have?

What you describe is not the normal behaviour - seems there is something preventing the change of "last BGM" when you change maps or enter battle.
 

SMcNeill

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I've finally sorted the issue out, as odd as it was...

What was happening was:

Characters start on Map1 -- Background music plays all light and bubbly.
Character start an event which fades out the background music over 10 seconds, and then...
The background music transitions to become dark and creepy....
Characters move to Map2
Characters get into a fight -- Standard battle music plays.
Fight ends -- Background music resumes the light and bubbly default that we saw in map 1...

Apparently the transition of the sound turning off, then swapping over to the other map, and then starting a new sound, leaves the background music from the first map as the "restore after battles" default.

The fix, in my case here, is to:
Transfer to new map (which loads the default background)
Fade it out...
Play new event background music...
If battle occurs to disrupt the event, the background now reverts back to the 2nd map's background, rather than the first maps.

TLDR: Fade sound, transfer map, restore sound seems to be the combo to produce the issue. Transfer, fade, restore and all works as it should.


Mods should feel free to lock this topic, as the issue has been corrected -- for me, at least, in this instance. (Though the RPG Maker team might want to look into it sometime, as this doesn't seem like it's working 100% the way it should.)
 

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