New Game Sound Effect

eat beans

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Is there a way to make it so a unique sound plays when you select new game on the title screen? Can I do this in the menus or do I have to use a script?
 

Kuro DCupu

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No. As long as it uses window as its base (not talking about Windows OS) it will use the sound you set on database for selecting, confirming, and cancelling. It can be done with a little modifying via script, but even that would be tricky.
I suggest you to make your own custom title screen that doesn't use window. There are many kind of them out there, from via event to plugin.
 

Tatsumaro

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Is there a way to make it so a unique sound plays when you select new game on the title screen? Can I do this in the menus or do I have to use a script?
Helo, i have something like that but i changed all the default sounds from the title menu.

Code:
// SoundManager
//
// The static class that plays sound effects defined in the database.

function SoundManager() {
    throw new Error('This is a static class');
}

SoundManager.preloadImportantSounds = function() {
    this.loadSystemSound(0);
    this.loadSystemSound(1);
    this.loadSystemSound(2);
    this.loadSystemSound(3);
};

SoundManager.loadSystemSound = function(n) {
    if ($dataSystem) {
        AudioManager.loadStaticSe($dataSystem.sounds[n]);
    }
};

SoundManager.playSystemSound = function(n) {
    if ($dataSystem) {
        AudioManager.playStaticSe($dataSystem.sounds[n]);
    }
};

SoundManager.playCursor = function() {
    if (SceneManager._scene.constructor == Scene_Title) {
        AudioManager.playSe({name: "titlecursor", pan: 0, pitch: 100, volume: 100});
}else {
    this.playSystemSound(0);
}
};

SoundManager.playOk = function() {
    if (SceneManager._scene.constructor == Scene_Title) {
        AudioManager.playSe({name: "titleok", pan: 0, pitch: 100, volume: 100});
}else {
    this.playSystemSound(1);
}
};

SoundManager.playCancel = function() {
    if (SceneManager._scene.constructor == Scene_Title) {
        AudioManager.playSe({name: "titlecancel", pan: 0, pitch: 100, volume: 100});
}else {
    this.playSystemSound(2);
}
};

SoundManager.playBuzzer = function() {
    this.playSystemSound(3);
};

SoundManager.playEquip = function() {
    this.playSystemSound(4);
};

SoundManager.playSave = function() {
    this.playSystemSound(5);
};

SoundManager.playLoad = function() {
    this.playSystemSound(6);
};

SoundManager.playBattleStart = function() {
    this.playSystemSound(7);
};

SoundManager.playEscape = function() {
    this.playSystemSound(8);
};

SoundManager.playEnemyAttack = function() {
    this.playSystemSound(9);
};

SoundManager.playEnemyDamage = function() {
    this.playSystemSound(10);
};

SoundManager.playEnemyCollapse = function() {
    this.playSystemSound(11);
};

SoundManager.playBossCollapse1 = function() {
    this.playSystemSound(12);
};

SoundManager.playBossCollapse2 = function() {
    this.playSystemSound(13);
};

SoundManager.playActorDamage = function() {
    this.playSystemSound(14);
};

SoundManager.playActorCollapse = function() {
    this.playSystemSound(15);
};

SoundManager.playRecovery = function() {
    this.playSystemSound(16);
};

SoundManager.playMiss = function() {
    this.playSystemSound(17);
};

SoundManager.playEvasion = function() {
    this.playSystemSound(18);
};

SoundManager.playMagicEvasion = function() {
    this.playSystemSound(19);
};

SoundManager.playReflection = function() {
    this.playSystemSound(20);
};

SoundManager.playShop = function() {
    this.playSystemSound(21);
};

SoundManager.playUseItem = function() {
    this.playSystemSound(22);
};

SoundManager.playUseSkill = function() {
    this.playSystemSound(23);
};
 

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