andeislame

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Heyo.

I've been working on a game in RM2K3 for a few months now, and I find that the overworld is fairly drab, thanks to not having many sound effects. I want to solve this by adding some blip sounds that play while dialogue shows up, like how it happens in Earthbound. You know what I mean.

Since RM2K3 isn't really compatible with scripts, I'm trying to find a solution in the event editor. I made a long looping sequence of the blip sound and made into a sound effect.
My idea was to add the sound effect right before the first block of text showing up, and then have the sound effect stop right after it.

1591655581725.png
But because the trigger is set to action button, this doesn't work.

Does anybody have any solutions or other ways I can achieve what I'm going for? Any help is appreciated. Thanks.
 

cuby

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While I don't have an answer for you, your dialogue put a smile on my face! What's your project about?

Hope you find a solution.
 

NotADev

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Here's a quick solution I thought of. It's pretty jank though and would require you to know how long each message should play the sound effect for. (in this example I'm using earthquake2 because it's a long sfx)
Sound Blip Test 1.png
1. Play the sound
2. Set a variable to how long you want the sound effect to play (in this example 7 = 0.7 seconds)
3. Turn on a switch that will trigger a common event (look at screenshot below)
4. Show text

Sound Blip Test 2.png
Your common event should look something like this. That switch from step 3 will be the condition switch and this common event should have a parallel process trigger.

Unfortunately the wait command doesn't take variables so you'll have to check for each wait time. (I've only done 6 & 7 in this example, in your case you may want a conditional branch for every 0.1 seconds.)
after the wait, stop the sound effect and at the very bottom of the common event, turn the condition switch OFF so it doesn't run again.
 

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