RMMZ Difference between SE and Static SE?

MushroomCake28

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I see in the Audio Manager object different play functions for SE and something they call Static SE? Anyone know what's the difference?

Thanks!
 

Luckysince97

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i aint sure but static is something that stick, so by logic it would be a loop that goes forever
i would test it out, and see...how it respond to a command, make it play
 

casper667

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I'm not sure if this is 100% of the difference but it's what I've noticed from testing SE's for some of my plugins: A Static SE does not stop if you call stopSe or stopAll.
 

caethyril

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Static SE is used for System sounds: interface stuff, basically. Internally, they're stored separately from standard SEs, which is why stuff like the Stop SE command doesn't affect them. The first four system/static sounds (cursor, OK, cancel, buzzer) get preloaded on game boot. :)
 

MushroomCake28

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@caethyril Ahh I see! Thank you! Does it also include the other sounds from the database? (those that are called via SoundManager).
 

caethyril

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@MushroomCake28 yep! :kaopride: They all go through playStaticSe:
JavaScript:
// rpg_managers.js - line 1460
SoundManager.playSystemSound = function(n) {
    if ($dataSystem) {
        AudioManager.playStaticSe($dataSystem.sounds[n]);
    }
};
I'd forgotten they were all centralised under the SoundManager. :kaoslp:
 

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