Footstep SFX during Cutscenes and for NPC's/Events.

Jenovation

Veteran
Veteran
Joined
Feb 11, 2016
Messages
73
Reaction score
16
First Language
English
Primarily Uses
Hello fine people!


I'm inquiring about footstep sounds in RPGMaker MV.


I am currently using (as many others I presume) Yanfly's Region Events plugin to add footstep sounds to the game.


(Common Event, Randomise Variable, Play SE,etc...)


However the Common Events are only triggered by the player when moving around.


During cutscenes using the Movement Route, or when other events such as NPCs move, nothing happens..... This makes it very akward when


suddenly the footstep immersion is killed.....


Now I know a possible workaround is to play SE's in the Movement Routes, but really this is super tedious and not to mention it doesn't nicely randomize the many footstep sounds


like the Common Event does.


I know there was a post like this for VX Ace (post added below) but I've not found a workaround for MV.


I was really hoping someone with scripting knowledge to find a way to have these Region Events be triggered by more than just player movement via arrow input. I'm sure this would be helpful to many!!!
 
Last edited by a moderator:

Kyuukon

主人公
Veteran
Joined
Aug 22, 2013
Messages
2,216
Reaction score
1,078
First Language
Spanish
Primarily Uses
RMMV
I made a plugin for my game (which mostly consists in cut-scenes). I dunno if it'll be of use to you but maybe try it out?
 
 

Jenovation

Veteran
Veteran
Joined
Feb 11, 2016
Messages
73
Reaction score
16
First Language
English
Primarily Uses
Wow, awesome! Thank you for the quick reply!


Is there any way to make this work with Common Events? I have about 8-10 SE's for each footstep material and it would be a shame


to play the same sound over and over with a pitch variance.


Thanks so much for the quick help.
 
Last edited by a moderator:

Kyuukon

主人公
Veteran
Joined
Aug 22, 2013
Messages
2,216
Reaction score
1,078
First Language
Spanish
Primarily Uses
RMMV
Hmm... I made it as simple as I could (and I'd rather keep it that way). Doing it by common events like you propose gives way more flexibility to it which is nice but sorry, I don't think I'll add that feature to this plugin anytime soon >.> However, you're free to edit it yourself (or ask someone to do it for you) so that it calls a common event instead of a SE each time a player/character walks on a terrain tag. It shouldn't be too complicated!


The script call for calling a common event is:


$gameTemp.reserveCommonEvent(ID);




And no problem :)
 
Last edited by a moderator:

Jenovation

Veteran
Veteran
Joined
Feb 11, 2016
Messages
73
Reaction score
16
First Language
English
Primarily Uses
I understand that if it is no use to you there is no point putting time into it :)


Thank you for allowing alterations to this script, I guess it would be a lot easier to change it the way you propose since your script already takes care of off screen events, above character events, etc... these are all really nice features.


If anyone is willing to adjust the script to call Common Events instead of playing an SE that would be amazing! (I guess there would also be no more need to use Yanfly's Region Events if everything is done via Terrain Tags)


I'm happy to exchange my footstep recordings with whoever is willing to help with building this feature (I have a lot of materials and nice variations and quality)


I feel like it would be a nice addition to most RPG's honestly. :)
 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,853
Messages
1,016,986
Members
137,561
Latest member
visploo100
Top