Kono

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I tried what you suggested, the plugin is more powerful than I thought at first. With very few audio sources, I got a nice coverage of the river. Thank you !
 

DarkSearinox92

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Hello @MushroomCake28 !

I was wondering if it was possible to add the function of carrying the BGS, during the battles.

I had another plugin that did something like this, on MV, and it was basically something like this:

BattleManager.playBattleBgm = function () { AudioManager.playBgm ($ gameSystem.battleBgm ()); }; Scene_Map.prototype.stopAudioOnBattleStart = function () { if (! AudioManager.isCurrentBgm ($ gameSystem.battleBgm ())) { AudioManager.stopBgm (); } AudioManager.stopMe (); AudioManager.stopSe (); };

Would it be possible to add this feature in your plugin, which in my opinion would give it an extra functionality?

P.S. if it is already there, I apologize for the message, I have not tested it yet :)
 

MushroomCake28

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I was wondering if it was possible to add the function of carrying the BGS, during the battles.
It is possible, but there is no existing way to do it with spatial BGS without coding. It should be possible though for non spatial BGS that are created with the "Play BGS" plugin command (not the default one). You'd just have to set the "Interrupt" argument to "Ignore".
 

DarkSearinox92

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No no, i'm talking only about the normal BGS. Not spatial bgs. Only the default one, for example a rain, or wind.

You'd just have to set the "Interrupt" argument to "Ignore".

So is there something like this, already configured in the plugin? Have i understood right? o.o
 

MushroomCake28

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No no, i'm talking only about the normal BGS. Not spatial bgs. Only the default one, for example a rain, or wind.



So is there something like this, already configured in the plugin? Have i understood right? o.o
Yes, but only for BGS played through my plugin, not the regular BGS. My plugin doesn't just create spatial BGS, it also creates a new regular BGS system while keeping the old one for compatibility reason. The interrupt argument allows you to make it so the game will not stop the BGS automatically, so it should continue playing until you manually turn it off.
 

DarkSearinox92

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Yes, but only for BGS played through my plugin, not the regular BGS. My plugin doesn't just create spatial BGS, it also creates a new regular BGS system while keeping the old one for compatibility reason. The interrupt argument allows you to make it so the game will not stop the BGS automatically, so it should continue playing until you manually turn it off.

I understand! Thank you for explain me! :)
 

Kono

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I'm sorry to come back here again, but is there a way to fix the teleportation on the same map that resets the sound ?
 

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I'm sorry to come back here again, but is there a way to fix the teleportation on the same map that resets the sound ?
I haven't updated the plugin since last time. The workaround for now is just to re-add the spatial bgs after transferring the player. It's gonna be weird with bgm since the music will restart, but for bgs it shouldn't be that big of an issue.
 

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I've encountered an issue when using multi-tweaks combined with this plugin

1627496784430.png

the issue is that MultiTweaks implements it's own audio buffers, while this plugin has one also. I know it might be a stretch to ask, but is it possible for there to be come kind of compatibility thing here
 

MushroomCake28

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@Xana43 Sorry, can't do it. I rarely do compatibility patches. Also, it does look like an issue with the other plugin modifying one of the core function (the createBuffer) function, while my plugin just builds on top of the existing framework of RPG Maker. If someone modified that core frameworks, my plugin is simply not going to work.
 

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@Xana43 Sorry, can't do it. I rarely do compatibility patches. Also, it does look like an issue with the other plugin modifying one of the core function (the createBuffer) function, while my plugin just builds on top of the existing framework of RPG Maker. If someone modified that core frameworks, my plugin is simply not going to work.
Thanks for the reply. I understand that you can't do anything about it since that's how your plugin works, so I reported the issue to the plugin author for multi-tweaks. I really hope I can get something to work, because not only do I want to use this brilliant plugin (mainly for making audio based mazes) but I also want multitweaks so I can do things like start in fullscreen by default etc. best wishes :)
 

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I'm having a problem, The spacial audio is not working.
I'm trying do add a spacial lake audio on the map. but no sound is coming out.
 

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I'm having a problem, The spacial audio is not working.
I'm trying do add a spacial lake audio on the map. but no sound is coming out.
There are many possibilities why it might not be working. Have your set the source event(s) correctly? Have you added the spatial audio? Is it the same channel for the source and the spatial audio?
 

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There are many possibilities why it might not be working. Have your set the source event(s) correctly? Have you added the spatial audio? Is it the same channel for the source and the spatial audio?
I'm new to rpgmaker, i'm doing my first game
The event I created, looks like this
I don't know you what mean by source event's.


Found out the problem
<bgs_source: 1>
was missing.
Now it's working.
My bad

Now I found out how amazing this plugins is, thanks man!
Screenshot_1.png
 
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Zelune

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Hi! I'm facing an issue: when I leave the map and come back again, the BGS I've set stop working istead of reseting and playing again.
I did it that way, something is wrong? 1630241920514.png
 

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@Zelune It's probably because you are erasing the audio source. The autorun event to call the plugin command and the audio source should be 2 different events.
 

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@Zelune It's probably because you are erasing the audio source. The autorun event to call the plugin command and the audio source should be 2 different events.
Hey, Mush!
I did it into separate events too, but isn't working :/
1630423957786.png
In the second one I've tested running on autorun and parallel and the result remains the same.
It works just the first time, then vanish forever.
I really don't want to switch it on/out on every teleport of the map, but maybe it's the only way.
any hints on parallel/autorun events like those?
Can you disponibilize your ''test map'' used on your videos? It would help a lot!
Thanks!!
1630423989636.png
 

MushroomCake28

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@Zelune Are you transferring the player to the same map? It's weird cause they way you are doing it should be the correct way. Are you getting any errors?
 

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@Zelune Are you transferring the player to the same map? It's weird cause they way you are doing it should be the correct way. Are you getting any errors?
No, I'm transferring him to another map, then turning back right after.

EDIT: I've managed to find that it was conflicting with ScSWinter Multitweaks plugin! :)
When I turn it off, everything works!

If anyone happens to struggle with the same issue I had, here is how to fix it!
Turn off your ScSWinter Multitweaks audio settings, like this:

1630427552966.png
I'm feeling a little dumb now, I know that is recommended to use one audio plugin at time, I've installed ''multitweaks'' to get the camera features and totally forgot about that audio part...
 
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After I teleport to the new map, the error is showing "cannot read property 'name' of null. It is happening because of spatial sound, and I have tried making new project with only this plugin on, but still giving me error when I was transporting to other map. Actually I just check the bgs is working properly while I teleport but the bgm giving me errors!
 

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