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Tatsumaro

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Im trying to create a custom title screen, and i'm very happy with what i have done so far.


This is was accomplished with:
Plugin: NanoWizard - TitleVideo Plugin v1.1
Plugin: SumRndmDde - Title Command Customizer
Plugin: SumRndmDde - Title Picture Choices
I tone of hours on After Effects
Music: Bensound - Little Planet

Now i would like to change the SE of the NewGame Exit commands, and Cursor. Is dont know anything about coding but this doesn't "sound" to difficult :guffaw:.

Any suggestions?
 

mlogan

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I've moved this thread to Plugin Support. Thank you.

 

Tatsumaro

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So i think i over play my hand, Se for specific commands lokes tricky, i'm trying to understand how do i force the Cursor, Ok and Cancel sounds
to be different in the Title menu of dose i select in System Database.
 

Tatsumaro

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ok i fund the base code.
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() {
    this.playSystemSound(0);
};

SoundManager.playOk = function() {
    this.playSystemSound(1);
};

SoundManager.playCancel = function() {
    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);
};

Please help me to insert this code in one of the plugins above.
 

Tatsumaro

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I have a breaktru, i fund this i the forum, now just need to translate it to inglis :)

You can setup the SE for each command on the title screen with this in the module settings with the 'Setup' options.


Code:
module TitleSE Setup = { # RPG::SE.new("file_name", volume, pitch), :new_game => RPG::SE.new("Absorb2", 80, 100), :continue => RPG::SE.new("Bell1", 80, 100), :shutdown => RPG::SE.new("Crash", 80, 100), } endclass Window_TitleCommand < Window_Command def process_ok if current_item_enabled? TitleSE::Setup[current_symbol].play Input.update deactivate call_ok_handler else Sound.play_buzzer end end end


Will this work on MV?
Code:
class Scene_Map < Scene_Base

def call_menu
# Menu open SE: RPG::SE.new("file name", volume, pitch).play
RPG::SE.new("Absorb1", 80, 100).play
SceneManager.call(Scene_Menu)
Window_MenuCommand::init_command_position
end

end

class Window_MenuCommand < Window_Command

def process_cancel
# Menu cancel SE: RPG::SE.new("file name", volume, pitch).play
RPG::SE.new("Absorb2", 80, 100).play
Input.update
deactivate
call_cancel_handler
end

end
 
Last edited:

Poryg

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I have a breaktru, i fund this i the forum, now just need to translate it to inglis :)

You can setup the SE for each command on the title screen with this in the module settings with the 'Setup' options.


Code:
module TitleSE Setup = { # RPG::SE.new("file_name", volume, pitch), :new_game => RPG::SE.new("Absorb2", 80, 100), :continue => RPG::SE.new("Bell1", 80, 100), :shutdown => RPG::SE.new("Crash", 80, 100), } endclass Window_TitleCommand < Window_Command def process_ok if current_item_enabled? TitleSE::Setup[current_symbol].play Input.update deactivate call_ok_handler else Sound.play_buzzer end end end


Will this work on MV?
Code:
class Scene_Map < Scene_Base

def call_menu
# Menu open SE: RPG::SE.new("file name", volume, pitch).play
RPG::SE.new("Absorb1", 80, 100).play
SceneManager.call(Scene_Menu)
Window_MenuCommand::init_command_position
end

end

class Window_MenuCommand < Window_Command

def process_cancel
# Menu cancel SE: RPG::SE.new("file name", volume, pitch).play
RPG::SE.new("Absorb2", 80, 100).play
Input.update
deactivate
call_cancel_handler
end

end
This will not work, because this is a VXAce code. And Ruby and Javascript aren't compatible.



I use a custom plugin for sounds and music, because it allows me to preload any sounds I want, namely this one.
https://github.com/pixijs/pixi-sound
Using this plugin, I would then create another plugin with this code.
Code:
Scene_Title.prototype.create = function() {
    Scene_Base.prototype.create.call(this);
    this.createBackground();
    this.createForeground();
    this.createWindowLayer();
    this.createCommandWindow();
    PIXI.sound.sound.add ('cursor', filepath)
    PIXI.sound.sound.add ('ok', filepath)
    PIXI.sound.sound.add ('cancel', filepath)
};
Code:
SoundManager.playCursor = function() {
   if (SceneManager._scene.constructor == Scene_Title) {
    PIXI.sound.play ('cursor');
}else {
    this.playSystemSound(0);
}
};
SoundManager.playOk = function() {
    if (SceneManager._scene.constructor == Scene_Title) {
    PIXI.sound.play ('ok');
    }else {
    this.playSystemSound(1);
}

SoundManager.playCancel = function() {
   
if (SceneManager._scene.constructor == Scene_Title) {
    PIXI.sound.play ('cancel');
}else {
    this.playSystemSound(2);
}
};

Simple as that.
 

Tatsumaro

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Code:
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);
}
};

whit the help from Poryg i alter the base code from [rpg_managers.js] and its working.

Quest 1 - done

Quest 2 - The learning of the plugins building
 
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