Turning On/OFF Background Sounds When Entering New Areas

ZeroGamer24

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for example, my character is about to enter a waterfall area and therefore the waterfall background sound effect must be heard.  However if i want to exit the waterfall area, then i don't want to hear the waterfall BGS.  Do I have to initiate multiple switches or tuning some on/off to make sure i still control my party when this happens?
 

Shaz

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You mean on the same map?


There was an Ace script for Proximity events that would let you do this. Someone may have already created something similar for MV.


You could also experiment with events with the SE in the Autonomous Move Route, along with a Wait to space them out a bit (if necessary - like owls, etc). These would not start playing until you got close to where they are. No switches required.
 

ZeroGamer24

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You mean on the same map?

There was an Ace script for Proximity events that would let you do this. Someone may have already created something similar for MV.

You could also experiment with events with the SE in the Autonomous Move Route, along with a Wait to space them out a bit (if necessary - like owls, etc). These would not start playing until you got close to where they are. No switches required.
no the waterfall and nearby town are 2 completely different areas.  They connect (via transfer player) but not share the same map.
 
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Shaz

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Then you just set the BGS on the map properties.


If you don't want the BGS to carry over to another map, but you don't have a BGS that you DO want to play, just check the Autoplay BGS box, but don't select a BGS to play. That will stop the BGS that was playing.
 

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