MushroomCake28

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Thank you. And I'm sorry, why do I need to delete the command?
Spatial Audio Objects are self-sufficient. Once they are created, they will update automatically until you delete them or an auto-process deletes it (for example transferring to another map). You only need to create it and assign it a channel. If you don't delete the event that creates it and that event is set to parallel or auto trigger, it will create a new Spatial Audio Object every frame, which will be bad (you will probably get a message telling you that you can't assign the same channel to multiple spatial BGMs/BGSs).

For a simple analogy, creating a spatial audio is like hitting "play" for music. Do you need to hit play every second to listen to music? No, you just hit play once at the start.
 

Dark_Ansem

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Spatial Audio Objects are self-sufficient. Once they are created, they will update automatically until you delete them or an auto-process deletes it (for example transferring to another map). You only need to create it and assign it a channel. If you don't delete the event that creates it and that event is set to parallel or auto trigger, it will create a new Spatial Audio Object every frame, which will be bad (you will probably get a message telling you that you can't assign the same channel to multiple spatial BGMs/BGSs).

For a simple analogy, creating a spatial audio is like hitting "play" for music. Do you need to hit play every second to listen to music? No, you just hit play once at the start.
Thank you. And how would I delete it?
 

Roninator2

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I assume you mean how to stop the *one* spatial audio?
There is already a command to StopAllBgm/Bgs and a command to StopBgm/Bgs

So a command to Stop Spatial BGM or BGS might need to be added. unless the command StopBgm works for it.
 

Dark_Ansem

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@Dark_Ansem The way you did it currently will call the SE to be played every frame. A torch sound is more of a BGS than a SE. You should create a spatial BGS instead. After creating it, you must delete the event that creates it (since it's like playing a BGS, you only need to call it once), but you must keep the event that servers as a location (aka the torch event on your map).
I'm actually talking about this.
 

Roninator2

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That's about how you configure the sound setup
Event one - torch (where the sound will play)
Event two - start sound on event 1
Erase event two.
- Event commands -> Page 2 -> erase event
 

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I forgot that "erase event" was a command, my bad, thanks.
 

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Do you have any recommendations to make your plugin compatible with Visustella?
 

Dark_Ansem

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It's not? I dont think it should be conflicting with VisuStella.
Well, your custom audio options do not appear if using the VS core and tier 1 plugins (only ones that can cause compatibility issues) - the slots, strangely enough, appear however.
 

MushroomCake28

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Well, your custom audio options do not appear if using the VS core and tier 1 plugins (only ones that can cause compatibility issues) - the slots, strangely enough, appear however.
Ahh they might have their own custom options. Tbh I don't really do compatibility patch with VisuStella. I don't even own the VisuStella library in the first place.
 

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The ones incompatible with yours are free, part of their sample game project.
 

Rinober

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Hi, first of all, thanks for this plugin! I totally underestimated the effects of dynamic sounds and music in a game, which are just awesome.

Unfortunately, I also get the "Cannot read property 'name' of null" Type Error when I teleport from a map using a dynamic BGM + BGS to another map. I don't want to do without this plugin, because it adds so much to the game's atmosphere.

I wondered if the issue could already be fixed?
 

MushroomCake28

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@Rinober Can you send me the log of the error? Press F8 or F12 when in-game, then the second tab named "console".
 

Dark_Ansem

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When's the next update coming?
 

ToshaAngel

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Good afternoon!
Can you tell me how to fix it?
Everything was fine yesterday, I updated the Corescript and everything broke.
1646933616076.png
2022-03-10_20-30-38.png
 

Roninator2

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That might be why he is working on it. You could change your version down to 1.4.3.
Does this happen on starting a game or continuing a save file?
 

ToshaAngel

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That might be why he is working on it. You could change your version down to 1.4.3.
Does this happen on starting a game or continuing a save file?
I tried to change it to different versions, everything also gives an error.
This happens during a new game when the location changes (teleportation).
 

MushroomCake28

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Yeah I haven't update my corescript yet, I'll have to take a look at it.
 

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