MBS - Sound Emittance

lawina

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thanks
 
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Eff-n-Geoff

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Hi @ Masked , i've just found this plugin and it's exactly what i've been after ... however, I create an event and add the following Comment


<s_emittance: bgs/Drips>
<s_e_radius: 5>
<s_e_pitch: 70>
<s_e_volume: 100>


And nothing is happening, there is no error in the console. The file definitely exists but yet I'm getting nothing unfortunately ... 
 
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josuke

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I follow the example,but it didn't work...
 

Skurge

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New bug to report, transferring to different maps with ambience events has them briefly emit a sound even when not remotely close to them.


Also something to note that audio seems to have a crackling sound produced when moving nearby these events- standing still removes that effect.
 

Portkey89

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Hi all--



Been having trouble getting this to work (sound simply won't emit, no matter what I do), so I just tested this in a new project with RMMV 1.3.1, and it's not working at all there either.  Is anyone else running into this issue?
 

AestheticGamer

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Hi all--



Been having trouble getting this to work (sound simply won't emit, no matter what I do), so I just tested this in a new project with RMMV 1.3.1, and it's not working at all there either.  Is anyone else running into this issue?
Same issue, I don't know what I'm doing wrong, but haven't managed to get this to work yet.
 

Prescott

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@Portkey89 @AestheticGamer yes this is an issue that has not yet been resolved. I was having troubles with this and found that if I played the same sound twice in a row it would sometimes work, sometimes not. I would advise against using this until it gets patched.
 

kkkkkk23

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I have it working, though I'm having a problem with turning it off.


The only way I was able to turn it 'off' is to transfer the event somewhere where the player cant hear.


Can anyone help me on this?
 

styx92

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awesome ! :o


Thanks!
 

Benstu777

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I had a lot of trouble getting the newer versions to work.


I had a look at the code (I am a non programmer) it looked like the inverted commas ( ' ) around the '.ogg'; or 'm4a'; were formatted oddly. I deleted them in a code viewer and put in some standard ones saved the file.


Worked fine for me after that.


Hope this helps someone.
 

styx92

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Found a bug. If you start the game and the player is the near of the sound event, than the sound is played loud and than the plugin adjust the sound. This sounds really wierd ;_;
 

RastaMan

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For some reason it's not working for me.
I am sad.
 

styx92

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Bumb?!
 

Found a bug. If you start the game and the player is the near of the sound event, than the sound is played loud and than the plugin adjust the sound. This sounds really wierd ;_;
 

_Shadow_

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MBS - Sound Emittance (1.1.3)
by Masked


 
Credits and Thanks
- Masked, for creating


Any others Terms and Conditions of use?


Can it be used into a commercial project?


I always find people finding it hard to understand CC BY SA.


You mean that the Share Alike refers to the plugin, not the whole project right?


Since it has not NC (Non Commercial) we can use it in a commercial project right?
 
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Gri49

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Found a bug AND a fix for 2D sound effect.


Bug: 2D sound will play when out of radius. The sound will be at its lowest when just out of radius from the event (at 2 tile away from event for radius=2).


Fix: Here's the code that I modified. Replace the "Scene_Map.prototype.update" fonction with this code.  View attachment NEW_Scene_Map_prototype_update.js


By the way, thanks Masked for this cool plugins. 
 

matthew30903

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Any others Terms and Conditions of use?


Can it be used into a commercial project?


I always find people finding it hard to understand CC BY SA.


You mean that the Share Alike refers to the plugin, not the whole project right?


Since it has not NC (Non Commercial) we can use it in a commercial project right?
From what I have gathered from the CC BY SA license is that anything that uses or builds off the work must have the same license. That said under section 4b of the license it states:

The above applies to the Derivative Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Derivative Work itself to be made subject to the terms of this License.
From that I can assume that you can include it in your game as long as you provide access to the script. If you change it you have to make your changes public. Only the part that uses this script would be under the Share Alike part. You would not have to place the whole project under the license and it would violate RPG Maker's own license to use if it required you to place your game under the share alike license.


That being said I am no lawyer and the creator is the one who issued the license and alone has the right to clarify the license beyond the scope of the Creative Commons.
 

TheChilliPL

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Nope. Not working.
In console:

Code:
(my game folder)/audio/bgs/Drips%3E%20%3Cs_e_radius:%205%3E%3Cs_e_pitch:%2070%3E%3Cs_e_volume:%2085.m4a net::ERR_FILE_NOT_FOUND
In parallel event on first page, comment is placed:
 


<s_emittance: bgs/Drips><s_e_radius: 5><s_e_pitch: 70><s_e_volume: 85>


If after <s_emittance...> and before <s_e_radius: 5> I place new line, error disappears but no sound either
 
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Antera

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What did I do wrong ?


nosound.png
 

masterlobo

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Nope. Not working.
In console:

Code:
(my game folder)/audio/bgs/Drips%3E%20%3Cs_e_radius:%205%3E%3Cs_e_pitch:%2070%3E%3Cs_e_volume:%2085.m4a net::ERR_FILE_NOT_FOUND
In parallel event on first page, comment is placed:
 



<s_emittance: bgs/Drips><s_e_radius: 5><s_e_pitch: 70><s_e_volume: 85>


If after <s_emittance...> and before <s_e_radius: 5> I place new line, error disappears but no sound either


I'm having the same issue, did anyone figure it out?
 

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