Situation-based BGM (RESOLVED)

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BreakerZero

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So I was changing things around with the core scripts and encountered an unexpected performance glitch this morning that I can't seem to fix. For example my surface world is a case of lag city for some unknown reason, while the title menu has a sudden delay to it. Tried to fix it straight up with plugin checks/redaction and shifting overnight display responsibilities but I'm getting nowhere. I also attempted to redact changes that I made as well to see if I did anything off that and yet I'm still stuck.

EDIT: I'm changing the purpose of this request, and it may require a relocation or correct me otherwise. The issue for which I initially opened this request is now resolved, however the part that got me stuck is that it was for a context-based soundtrack (like in Metroid Fusion to name an example). As this is what ultimately bricked the surface world in the course of unanticipated conflicts arising from recent project edits I'm now considering alternative methods to implement and/or improve upon this mechanic.
 
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Wavelength

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Well, how did you implement the context-based soundtrack in the first place? A full screenshot of the event you used to change it (or a link to the plugin you used to change it) may help.

If you're sending a call to change the BGM every single frame or something like that, it's understandable you'd be taking a tour through Lag City.
 

BreakerZero

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Oddball part is that it wasn't much of an issue before. I think I had five situation-related calls, one for incoming telepath contact from a central NPC (again, this is all plot related) and two which are thematic tracks relative to an equal number of crew members per track (so one track each for the respective crew members). And of course you have the requisite voyager tracks for ocean and sky transport.
 

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Right, but what are you doing to call these tracks?
 

BreakerZero

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Basically I was using the standard, built-in PlayBGM call for each track and the equivalent call to change vehicle BGM, all in a central stacked event that forces while out on the surface map.
 

BreakerZero

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First of all, please forgive the early update (I know it's not 48-72 hours since the last time) however I can finally confirm that have settled on a workaround regarding my issue thanks to the guidance provided here. What I ended up doing is to use stacked control switches - one to play the BGM and another to affirm playback. The one that affirms playback has started turns the other one off and vice versa, so if I'm not playing on the surface world the initiation switch is flipped on (by which I mean positioning in case there are some doubts among yourselves) and when you return to surface world travel the initiation switch is turned off, the BGM track changed and the confirmation switch flipped back on. Or something like that - seems that I'm having an issue with the explanation. Situation-based tracks are now handled the same way, and the tracks themselves placed in map events relative to the respective control switches.
 
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