[VXA] MCI Audio Player "No Method Error"

LucasGodzilla

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Hello,

I was messing with a certain audio player for RPG Maker VX Ace that would allow me to have more freedom in the audio, and allow midis to be played on the system's settings. However, I can't seem to get it to work. It's supposed to be a script that works on all RPG Makers (XP and up), but as far as I know, it only works on XP. I've tested it in XP and VX Ace, and it seems in VX Ace, I get a weird error. Is it possible someone can please help me?

Original Script Post: http://forum.chaos-project.com/index.php?topic=11778.0

Line that is supposedly causing the error...

      @filepath = path.gsub(/\\/, '/')
bandicam 2015-06-04 17-23-40-345.jpg
 
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Sixth

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Have you set up the correct RPG maker version for your script? There is a setting for it which you must adjust for each version of RPG Maker.


Also MIDI format is not fully supported by that script, and I wonder... Why would you use MIDI? o.o
 

LucasGodzilla

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Have you set up the correct RPG maker version for your script? There is a setting for it which you must adjust for each version of RPG Maker.Also MIDI format is not fully supported by that script, and I wonder... Why would you use MIDI? o.o
Actually yes, I did set it up, but for some reason, I still can't get it to work. Also, I am using midis, because I can't seem to get my Cubase to load up my specified sf2 file, so I can't export an ogg version of my music.
 

LucasGodzilla

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Come on can someone help me with this please?
 

Andar

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Have you tested the script in a new project and with a newgame instead of a savegame?


This is such a specific error, you might be forced to find it yourself if no one else uses the same configuration as you. The following tutorial (especially the later parts about bughunting) might help you with this:


http://forums.rpgmakerweb.com/index.php?/topic/40589-how-to-use-a-script/
 

LucasGodzilla

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Have you tested the script in a new project and with a newgame instead of a savegame?

This is such a specific error, you might be forced to find it yourself if no one else uses the same configuration as you. The following tutorial (especially the later parts about bughunting) might help you with this:

http://forums.rpgmakerweb.com/index.php?/topic/40589-how-to-use-a-script/
No it doesn't work, in fact, I even pasted the script in when I MADE a new project. It didn't work in the fresh off the bat. I followed every step to it, and nothing worked. I am started to get really annoyed at this dumb script, VX Ace compatible my ass...
 

Sixth

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I was able to identify the source of the issue...


You must put ALL sound files used in your game into your game's Audio folder (in the corresponding subfolders - BGM, BGS, ME or SE), even the ones from the RTP.


The script reads only the game's folders, and NOT the RTP folders, that's why you get an error.


This error happens if you did not install the RTP to it's default folder (something like: CommonProgramFiles/Enterbrain/ somewhere on your windows partition). Can also happen on different versions of windows, since the default install directory is not the same for all version of windows, but the code for reading the RTP is hard-coded, and uses the above folder destination only.


I did not install to that location either, so the only way of getting the script to work is to copy all the used audio files from the RTP to the game's audio folder.


Well, you should do this anyway before you release your game, right?


And wow, some BGM sound so much better with this script than without, but some SE in my project can not be heard at all... I wonder what's up with the SEs... >.>


Edit:


So, I found a way to enter your own path to the RTP.


Search this line in the script:

def self.pathsIn this definition, you will see this line:
Code:
common = File.join(ENV['CommonProgramFiles'], 'Enterbrain')
That is the first line you need to edit.
And a bit further down, you will see this line:

when 2 then File.join(common, 'RGSS3', 'RPGVXAce')That is the second line to edit.
I will use an example to demonstrate what will you need to do:


My RTP is installed here: "D:\RPG Maker VX Ace\RTP Resources\RPGVXAce".


So, I changed the above lines to these:


Line 1:

common = File.join('D:', 'RPG Maker VX Ace')Line 2:
Code:
when 2 then File.join(common, 'RTP Resources', 'RPGVXAce')
This solved the issue for me, because now it reads from the correct RTP path.
I suppose you could simply add a new line after the 'end' line which comes after the 2nd mentioned line (when 2 ...).


That would look like this:

common = "D:\RPG Maker VX Ace\RTP Resources\RPGVXAce\"So that you overwrite the 'common' variable which holds the path to the RTP with the correct path.
I did not test this method, so I don't know if this works or not.


But no matter what I do, SEs will not play at all with this script, which kinda sucks...


Nevermind my ranting about SEs. It turns out, I needed a codec for .ogg files, which is weird, because any other player plays .ogg files just fine without any additional codecs installed. Ohh, well, it didn't hurt me to install that codec so far, so it's fine, but the handling of .ogg files with this script is terrible... It slows down the game for a few seconds every time an .ogg file is played, and if an audio fade effect is still ongoing when a BGM change took place, it will fade out both the old and the new BGMs resulting in a deadly silent room after a map transfer, for example...


This script got some potential, but it is far from being perfect. Too many bugs and slowdowns makes it impossible to use it in any real project.


Good luck with using this for your project! Maybe you will get better results from it than me.
 
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LucasGodzilla

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I was able to identify the source of the issue...

You must put ALL sound files used in your game into your game's Audio folder (in the corresponding subfolders - BGM, BGS, ME or SE), even the ones from the RTP.

The script reads only the game's folders, and NOT the RTP folders, that's why you get an error.

This error happens if you did not install the RTP to it's default folder (something like: CommonProgramFiles/Enterbrain/ somewhere on your windows partition). Can also happen on different versions of windows, since the default install directory is not the same for all version of windows, but the code for reading the RTP is hard-coded, and uses the above folder destination only.

I did not install to that location either, so the only way of getting the script to work is to copy all the used audio files from the RTP to the game's audio folder.

Well, you should do this anyway before you release your game, right?

And wow, some BGM sound so much better with this script than without, but some SE in my project can not be heard at all... I wonder what's up with the SEs... >.>

Edit:

So, I found a way to enter your own path to the RTP.

Search this line in the script:

def self.pathsIn this definition, you will see this line:
Code:
common = File.join(ENV['CommonProgramFiles'], 'Enterbrain')
That is the first line you need to edit.And a bit further down, you will see this line:

when 2 then File.join(common, 'RGSS3', 'RPGVXAce')That is the second line to edit.I will use an example to demonstrate what will you need to do:

My RTP is installed here: "D:\RPG Maker VX Ace\RTP Resources\RPGVXAce".

So, I changed the above lines to these:

Line 1:

common = File.join('D:', 'RPG Maker VX Ace')Line 2:
Code:
when 2 then File.join(common, 'RTP Resources', 'RPGVXAce')
This solved the issue for me, because now it reads from the correct RTP path.I suppose you could simply add a new line after the 'end' line which comes after the 2nd mentioned line (when 2 ...).

That would look like this:

common = "D:\RPG Maker VX Ace\RTP Resources\RPGVXAce\"So that you overwrite the 'common' variable which holds the path to the RTP with the correct path.I did not test this method, so I don't know if this works or not.

But no matter what I do, SEs will not play at all with this script, which kinda sucks...

Nevermind my ranting about SEs. It turns out, I needed a codec for .ogg files, which is weird, because any other player plays .ogg files just fine without any additional codecs installed. Ohh, well, it didn't hurt me to install that codec so far, so it's fine, but the handling of .ogg files with this script is terrible... It slows down the game for a few seconds every time an .ogg file is played, and if an audio fade effect is still ongoing when a BGM change took place, it will fade out both the old and the new BGMs resulting in a deadly silent room after a map transfer, for example...

This script got some potential, but it is far from being perfect. Too many bugs and slowdowns makes it impossible to use it in any real project.

Good luck with using this for your project! Maybe you will get better results from it than me.
Thank you! I'll take a look at it tomorrow and test it out.  :D
 

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