BattleManager.playBattleBgm = function () {
AudioManager.playBgm ($ gameSystem.battleBgm ());
};
Scene_Map.prototype.stopAudioOnBattleStart = function () {
if (! AudioManager.isCurrentBgm ($ gameSystem.battleBgm ())) {
AudioManager.stopBgm ();
}
AudioManager.stopMe ();
AudioManager.stopSe ();
};
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".I was wondering if it was possible to add the function of carrying the BGS, during the battles.
You'd just have to set the "Interrupt" argument to "Ignore".
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.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.
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.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 ?
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@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.
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 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.
I'm new to rpgmaker, i'm doing my first gameThere 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?
Hey, Mush!@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.
No, I'm transferring him to another map, then turning back right after.@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?