Sound Emitting Events

viktor415

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Hey Lemony, awesome script! It was almost exactly what i was looking for!

I am terrible at scripting myself, but i was wondering how hard would it be to make it change the frequency of a sound effect change based off of proximity to an event rather than volume? For example, a tracker type device that beeps dependent on proximity to a treasure (like a metal detector) and  would beep faster and faster as you got closer to the object.

Is this possible?
 

ct_bolt

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Amazing script, very useful to me. Thank you so much for this! BD

change the frequency of a sound effect change based off of proximity to an event rather than volume? For example, a tracker type device that beeps dependent on proximity to a treasure (like a metal detector) and would beep faster and faster as you got closer to the object.

Is this possible?
Also, I second this. I would also like so kind of option for changing the pitch as well as the volume.
 
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♥SOURCE♥

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Hey! I will add that option as soon as I get some free time. I'm glad you like it :)
 

ct_bolt

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Awesome to hear that! Lookin' forward to it, keep up the great work! BD
 

Jomarcenter

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Demo download link dead.
 

ninjalex

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Demo link broken or file is no longer there. Script looks interesting, hope the link is fixed so I can test it :)

The Error I am getting : The key you provided for file download was invalid. This is usually caused because the file is no longer stored on MediaFire. This occurs when the file is removed by the originating user or MediaFire.

Still have questions, or think we've made a mistake? Please contact support for further assistance.
 

Gliz Caldo

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I've ran into this error.



Edit:

Figured it out.

I 'derped' and put "@>Comment:" inside the comment. I removed that mistake and it works fine.
 
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shiori4me

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There is no smooth transition between music (like if you wanted to have it so there's the slums, the garden, the rich area, and the marketplace, of a town) or waterfall/flames.
Because RPGMaker allows for multiple sound effects but not BGM or BGS.

So, perhaps might you be interested in making it so that RPGMaker can handle multiple of those for this script?
I know that might sound a bit wild, but most modern games I know can fade between one song to another or flame to flame.
 

ashes999

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Hi,

I found an interesting bug with this script. Let's say you have a large SE file (eg. 10 seconds long). Here's what you do:

- Stand right on top of the sound event until the sound plays at full volume.

- Run. Fast. Far away.

You'll notice the volume of the sound doesn't decrease; in fact, it'll remain at the same volume until it loops and starts over.

If you instead make it a BGS instead of an SE, the volume adjusts fine.

I looked at the code but can't figure out how to fix this.

Help?

Edit: Did some debugging. It turns out the script is setting the volume correctly, but it's just playing the sound at full volume (or whatever volume it happens to be when you first step into range). I think it's an RPG Maker bug :/ for now, the only real work-around is to keep audio files really, really short (under one second) to make it less noticeable, and to use one BGS per map.

Still, I would like more investigation to see if there's a way around this. That, or fixing the "two-overlapping-BGS-lag" bug...
 
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shaynec1981

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This script is great! Only problem I had is that if you are still in range of a BGS (probably SE and ME as well) and you transfer out of the map, the BGS still plays in the new map.
 

Blinn

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There's only one problem with this script, I want to use more than one BGS at a time in the same room. < : (
 

Darksoma99

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Okay, so. I like the script and all, but it doesn't work to the way I want it to. The problem is I want it to emulate the sound when I'm wearing a specific armor or have a specific switch on, but it plays the sound either way.

Is there a way to fix this?
 

ashes999

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@Darksoma99 you probably want to put a condition on the event page that plays the sound. That should do it.
 

Tokumei No

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A precious script. Thank you :)
 

ashes999

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I too ran into the bug where BGS doesn't stop automatically when you change maps. This happens even without this script -- just add an event with a Parallel execution and play a BGS. It doesn't stop when you change maps.


I found the answer here:

In every map not using the BGS, make sure the "BGS" selection is checked, but leave it blank.  This will turn off any existing BGS as soon as the player enters the map.
 
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SakuraMiya

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I went to this thread because I was recommended this script, but.....the link for the demo is dead.
 

Roninator2

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Do you need the demo? The script is still there. I just grabbed it and got it working. Thanks for finding this.
 

SakuraMiya

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Do you need the demo? The script is still there. I just grabbed it and got it working. Thanks for finding this.
Actually I was able to make it work with just the script. But thanks anyway! It's very simple and useful.
 

ahenke

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I keep getting a TypeError on line 26
"can't convert NilClass into Tone"
 

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