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塗 ゆり 塗 ゆり is offline

Scripter / RGSS Modder

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Showing Visitor Messages 1 to 13 of 13
  1. rpgmaker64
    3 Weeks Ago 11:52 AM
    rpgmaker64
    also after modifying the script for the sound effects like you said it only plays the victory once, but then the battle music plays again, shouldn't there me no other music once the battle is completed?
  2. rpgmaker64
    3 Weeks Ago 11:45 AM
    rpgmaker64
    All the other music is having that repeat issue thats not included in the f mod script. As an example, the main wild battle is looping for me and i'm not sure why but it has something to do with the f mod script. Would specifying the script to ignore all music that is not included in the script help? Because i believe f mod is reading all the sound files, but since they dont have any tags on them they repeat the music. But, w/o fmod the music loops just fine so im not sure whats going on.
  3. rpgmaker64
    3 Weeks Ago 7:10 AM
    rpgmaker64
    any ideas? :O
  4. rpgmaker64
    4 Weeks Ago 2:23 PM
    rpgmaker64
    here is a link to a small test version with 1 town and 1 map.
    the pokeball on the screen will set you up with pokemon and running shoes. ( don't know why i didn't just set it up with you starting with that but... :v)
    http://www.mediafire.com/download/07ihq8dcjos78os/TEST.zip
  5. rpgmaker64
    4 Weeks Ago 12:02 PM
    rpgmaker64
    in game all music has this issue except the one's i put in the fmod script, but in the music tester in rpgxp and in the essentials editor none of the tracks have this issue.
  6. rpgmaker64
    4 Weeks Ago 7:46 AM
    rpgmaker64
    thanks for getting back to me.
    So, by repeat i mean that the song goes from begining to end, pauses, then starts at the beginning again. This never happened for music that was already packaged with rpgxp and pokemon essentials. This even applies to sfx for whatever reason, so it plays the victory tune, pauses and then repeats the tune over and over again.Only the songs i put into the LOOP_TABLE works properly, all other sound repeat for whatever reason.

    here is an example https://youtu.be/VGaVMsvJQ3g


    Here is the script i changed



    #===
    #Audio (FmodEx)
    # A rewrite of Audio module to integrate FmodEx
    #---
    #© 2015 - Nuri Yuri (塗 ゆり)
    #© 2015 - GiraPrimal : Concept of LOOP_TABLE
    #---
    #Script written by the menbers of the Community Script Project
    #===
    module Audio
    LOOP_TABLE = [
    # [ "Audio/xxx/File_name", begin, end ]
    # Add here
    [ "Audio/BGM/champ2", 48567,89624 ],
    [ "Audio/BGM/Zinnia2.ogg", 13806,174578],
    [ "Audio/BGM/Youaremyhope", 42324,233692],
    [ "Audio/BGM/test", 500,1000 ]
    # Note : Renember to add a comma after each ]
    # (except for the last line and the below ]).
    ]
    #---
    #>Puts the file names in lowercase to improve the search
    #---
    LOOP_TABLE.each do |i| i[0].downcase! end

    unless @bgm_play #>To avoid the RGSSReset problem
    #===
    #>Load and initialize FmodEx
    #===
    Kernel.load_module("RGSS FmodEx.dll","Init_FmodEx")
    ::FmodEx.init(32)
    #---
    #>Indication of the default lib'
    #---
    @library = ::FmodEx
    #---
    #>Saving the RGSS functions
    #---
    @bgm_play = method(:bgm_play)
    @bgm_fade = method(:bgm_fade)
    @bgm_stop = method(:bgm_stop)
    @bgs_play = method(:bgs_play)
    @bgs_fade = method(:bgs_fade)
    @bgs_stop = method(:bgs_stop)
    @me_play = method(:me_play)
    @me_fade = method(:me_fade)
    @me_stop = method(:me_stop)
    @se_play = method(:se_play)
    @se_stop = method(:se_stop)
    #---
    #>Volumes definition
    #---
    @master_volume = 100
    @sfx_volume = 100
    #===
    #>Extensions supported by FmodEx
    #===
    EXT = ['.ogg', '.mp3', '.wav', '.mid', '.aac', '.wma', '.it', '.xm', '.mod', '.s3m', '.midi']
    #===
    #>Creation/definition of the functions
    #===
    module_function
    def bgm_play(file_name, volume = 100, pitch = 100)
    volume = volume * @master_volume / 100
    return @bgm_play.call(file_name, volume, pitch) if(@library != ::FmodEx)
    filename = check_file(file_name)
    bgm = ::FmodEx.bgm_play(filename, volume, pitch)
    loop_audio(bgm, file_name)
    end
    def bgm_fade(time)
    return @bgm_fade.call(time) if(@library != ::FmodEx)
    ::FmodEx.bgm_fade(time)
    end
    def bgm_stop
    return @bgm_stop.call if(@library != ::FmodEx)
    ::FmodEx.bgm_stop
    end
    def bgs_play(file_name, volume = 100, pitch = 100)
    volume = volume * @sfx_volume / 100
    return @bgs_play.call(file_name, volume, pitch) if(@library != ::FmodEx)
    filename = check_file(file_name)
    bgs = ::FmodEx.bgs_play(filename, volume, pitch)
    loop_audio(bgs, file_name)
    end
    def bgs_fade(time)
    return @bgs_fade.call(time) if(@library != ::FmodEx)
    ::FmodEx.bgs_fade(time)
    end
    def bgs_stop
    return @bgs_stop.call if(@library != ::FmodEx)
    ::FmodEx.bgs_stop
    end
    def me_play(file_name, volume = 100, pitch = 100)
    volume = volume * @master_volume / 100
    return @me_play.call(file_name, volume, pitch) if(@library != ::FmodEx)
    file_name = check_file(file_name)
    ::FmodEx.me_play(file_name, volume, pitch)
    end
    def me_fade(time)
    return @me_fade.call(time) if(@library != ::FmodEx)
    ::FmodEx.me_fade(time)
    end
    def me_stop
    return @me_stop.call if(@library != ::FmodEx)
    ::FmodEx.me_stop
    end
    def se_play(file_name, volume = 100, pitch = 100)
    volume = volume * @sfx_volume / 100
    return @se_play.call(file_name, volume, pitch) if(@library != ::FmodEx)
    file_name = check_file(file_name)
    ::FmodEx.se_play(file_name, volume, pitch)
    end
    def se_stop
    return @se_stop.call if(@library != ::FmodEx)
    ::FmodEx.se_stop
    end
    #===
    #>check_file
    # Check the presence of the file and return the filename
    # /!\ Doesn't correct the mistake
    #====
    def check_file(file_name)
    return file_name if File.exist?(file_name)
    EXT.each do |ext|
    filename = file_name+ext
    return filename if File.exist?(filename)
    end
    return file_name
    end
    #===
    #>loop_audio
    # Function that automatically call the set_loop_points
    #===
    def loop_audio(sound, file_name)
    filename = file_name.downcase
    LOOP_TABLE.each do |i|
    if(i[0] == filename)
    return sound.set_loop_points(i[1], i[2])
    end
    end
    end
    end
    end
  7. rpgmaker64
    4 Weeks Ago 8:03 AM
    rpgmaker64
    Hi there. I've encountered the strangest issue with fmod. For whatever reason all audio that i do not put into the f mod script will be repeated, not looped. I've checked the scripts, replaced them and then tried them again and i'm still getting this issue. I thought it might be because of an older version of essentials but i upgraded to 15.1 and am still having the same issues, i'm not sure whats going on.
    I have all the f mod files on the root of my folder.
    The scripts look fine, i thought it might be because of the lines i added (putting in new music into essentials and using f mod to loop it properly) but when i removed that it still has that issue.
    When i test the music through rpg maker ex music test page it's fine, also when i removed the f mod script the repeating went away but then i'm unable to loop the new music i've imported into essentials.
    Any ideas?

    Thanks
    -Hoboayoyo
  8. Raiyanetohanoku
    June 23rd, 2016 8:53 AM
    Raiyanetohanoku
    You're most welcome
  9. Raiyanetohanoku
    June 23rd, 2016 3:12 AM
    Raiyanetohanoku
    That's preety great! I hope you people progress fast in this thing.... Best of luck..
  10. Raiyanetohanoku
    June 19th, 2016 7:43 PM
    Raiyanetohanoku
    Thanks a lot for the help. By the way, never heard of this Pokemon SDK. What's that? And is it better than the Pokemon Essentials? Is there any download link for that?
  11. Raiyanetohanoku
    June 19th, 2016 2:01 AM
    Raiyanetohanoku
    Hello there, I've watched a video of your's where you made the battle introduction like generation 6 in Pokemon essentials if I am not wrong. Could you please tell me how you did it? I was really looking for something like this for a long time. I would be grateful if you'd help.....
  12. Boonzeet
    May 14th, 2014 8:32 AM
    Boonzeet
    Hiya - are you going to rip the sounds from that YouTube video of the B/W attacks? I am going to as well, and obviously it'd save time for both of us if we started ripping them from different points in the video
  13. Avery
    April 26th, 2011 1:13 PM
    Avery
    Hey there.

    Hope PC is treating ya well.

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