BGM Intensity Idea

McTricky

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I was playing around with an idea with Chaos-Avian just now regarding how BGM works. In order to mimic the functions of audio middleware such as Wwise and Fmod and the features in indie and AAA games alike where the closer you are to danger, the more the music intensifies, I decided to see if I can do it in RPG Maker VX Ace. By using Tsukihime's "Map Regions" script and Neon Black's "Audio Cross Fade" script, I was kind of able to achieve the effect, though I suppose it could use more work. I recorded a short video to explain how it works.

I'm also not 100% this is the right sub-forum this topic should go in or not.

Skip to 4:00 if you want to see it in action.
 
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Scythuz

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Nice attempt at adaptive audio, it probably won't be possible to get it 100% perfect on ace but maybe it'll be possible on MV, who knows? :p
 

Kes

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You might also want to have a look at this sound proximity script by ♥Source♥ (I think he was Lemony back then)

It allows you to play audio based on how close the player is to the event.

It might suggest more ideas to you.
 

McTricky

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You might also want to have a look at this sound proximity script by ♥Source♥ (I think he was Lemony back then)

It allows you to play audio based on how close the player is to the event.

It might suggest more ideas to you.
I had forgotten about that script, and it does open up a few ideas on what I could do, thanks!
 

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