MBS - Sound Emittance

TsunRodent

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Hi, I'm having the same problem as Imd0013. I used these event notes:  


And nothing happens when I approach the event. All the others plugins are deactivated. 
Same problem here.

Can't hear anything. Tried with the 4 lines in a comment, also in separate comments and also adding only the first two (as pitch and volume are stated as optional).

Also had to turn to False "Use HRTF" because got a weird delay in sound and music in the title screen and when it finally started to play it was like pretty bad quality :S
Set your trigger to parallel. That should fix the problem of it not playing.

Also, I noticed the script affecting system sounds too. Or if I have music playing on a map it'll treat it in the same way as emittance and have the sound go lower in one side if I go too far from the middle.
 

Meguido

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Set your trigger to parallel. That should fix the problem of it not playing.

Also, I noticed the script affecting system sounds too. Or if I have music playing on a map it'll treat it in the same way as emittance and have the sound go lower in one side if I go too far from the middle.
Thanks but there waas no change at all.

Setting it to parallel did nothing.
 

Portkey89

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Same problem as above.
 

Meguido

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@Logan C.

On your project is working nicely but as soon as i paste one of your event on mine it just doesn't work at all...

Probably a compatibility issue with yanfly's even tho it sounds illogic due to the functionality ot those plugins but there's no other explanation.
 

Logan C.

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On your project is working nicely but as soon as i paste one of your event on mine it just doesn't work at all...

Probably a compatibility issue with yanfly's even tho it sounds illogic due to the functionality ot those plugins but there's no other explanation.
Just copy the plugin from my project to yours.
 
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Portkey89

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I am speculating wildly in the dark here, but Yanfly mentioned this conflict when I was running into a conflict with one of HIME's plugins.  Any chance you're using this variable yourself?  If not, oh well!  I tried!   :p

The reason why Hime's Choice Conditions had a compatibility issue with mine was because he overwrote the "Imported" variable and erased its contents.

The "Imported" variable is the variable I use to store compatibility checks with all my plugins. -_- Though, I think Hime fixed this later.

 
 

Meguido

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@Portkey89 Thank you for your help but i didn't use any "variable" yet

@Logan C. Yes! that finally worked! Thank you very much. So all you did in your version was change that line you mentioned earlier?
 

Logan C.

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@Logan C. Yes! that finally worked! Thank you very much. So all you did in your version was change that line you mentioned earlier?
Yep. But that's a half-ass solution.
 
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Daalaff

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Hi,


i have a problem with this plugin.


I start the DEMO, but i can't save on the Demo-Map. I will add a new map without sound effects, on this map, I can save.


I do not use other plugins.


When I use the plugin in my game I can save only on maps that have no sound effects.


Sorry for my bad english.
 
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Luth

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Very interesting plugin ; i'm looking forward for the tiles compatibility.


PS : It reminds me of a "video game" for blind people I played once ; you were able to knew where your character was based of sounds. There is another one that has been released a few mounths ago :
 
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takashi1kun

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Problem when savingGame_2016-07-01_14-28-38.png, it dont happens whitout your plugin, that happens if i save in a map whit sound emmitance, if i try to save in a map whitout it and then load the save and go to a map whit sound emittance this happens:Game_2016-07-01_14-31-15.png
please don cretate circular strtucture whit your plugin, its bad practice because a circulas structure can't be converted a json because is infinite, its a loop, a json is a limited size file that cant handle the result of a infinite loop inside


Please FIx It, because a game whit this plugin can't save and that is a key feature of a rpg or the 99% of games, so whitout that fix this fantastic plugin became pretty useless

This is exactly the circular refference:
Game_2016-07-01_16-02-41.png
And this is the part of the code that is doing that circular reference:
new WebAudio(audioFilename(AudioManager._path + filename))
_________
Is aslo tried whit circular json methods of save, but at the time of loading the save, the game crashes
 
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Izeck

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I can't seem to get this to work.


 I tried putting:


<s_emittance: bgs/Rain1>


<s_e_radius: 10>


<s_e_volume: 90>


<s_e_pitch: 100>


All in one comment. Didn't work.


Then I put them in their own comment, nada.


Then I tried putting them in the note field, nada.


I even tried using plugin commands (I knew this one wouldn't work, but i tried anyway), nada.


The instructions say: "To set the sound emittance source file, add a comment like this on the event commands:" ... What am I missing/doing wrong?
 

 Masked 

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@takashi1kun Fixed it.


I didn't intend to cause a circular reference, it happened because of WebAudio (which wasn't programmed by me, of course). I could have tryied saving the game before releasing the plugin, though...


@Izeck I'm not really sure, but maybe the file doesn't exist. Be sure you didn't misspell its name or something like that.


It might be some kind of incompatibility with another plugin, in that case there'll be an error message on the console and if you could post it here it'd be helpful.
 

Logan C.

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Could you make an option to disable 3D sound? Like just a usual looping stereo or mono sound changing his volume depending of distance, but with no distribution to the left or right speaker?
 

Skurge

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Updated my project with the plugin- and my ears are now bleeding. Upon loading a test the following noise is projected:


EEEEEEEEEEEEEEIIIIIIIEEEEEEEEEEEEEEIIIIIIIIIIIIEEEEEEEEEEEEEEEEEHHHHHHHHHHHH!


I have no idea why it is doing this now as the comment commands are as the help folder requires so.


EDIT:


Added a pitch and volume to the comment section- it works now but wasn't required beforehand for some reason.


What is command for turning off the 3d sound on an event? For example I have a car event that drives by making an engine1 sound- the same event when passed changes graphic to a different type of vehicle that I want to emit an engine 2 sound, I wish to have the ability to change it's sound when commanded to :)
 
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 Masked 

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Nevermind, volume goes from 0 to 1, but was defaulted to 100.


The sound changes when the event's page changes, so you could have two pages, one for the car, with the car graphics and sound comments, and other for any vehicle you want, with other sound comments.


By the way, when I was testing changing pages I noticed the emittances didn't stop at all, they just kept playing over each other. Fixed that too.


New version here
 
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Skurge

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Pages work nicely. Although somewhat limited when using conditional branches.


Would a script call for sound on or off work with this plugin as an option?


EDIT:


I wanted to report that pages sometimes causes unusual sound glitches, sometimes the sound entirely mutes but when in menu the sound is played. Pages sometimes do not change the sound emitting commands to another or muted if on blank or other pages.


No error pages show for me to give an exact reason but i've noticed some of these strange occurrences.
 
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