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  #51    
Old May 27th, 2016 (11:40 AM).
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    I'm still working on it :p
    RGSS FmodEx is a part of Pokémon SDK and I'm still working on Pokémon SDK so :3
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      #52    
    Old August 20th, 2016 (12:21 AM).
    HyperactiveFlummi HyperactiveFlummi is offline
       
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      It would be cool if somebody could help me!
      I used this Script and it works perfectly, but the loop only works if I play the BGM by myself, that means it dont works in Wild Battles or in Cities.
      Can somebody please tell me how I can get it work in Wild battles, etc. ?

      Sry for my bad English im german.
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        #53    
      Old December 29th, 2016 (11:32 AM). Edited December 30th, 2016 by Arkadious.
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        Hi everyone,

        I don't know why this has started to happen but after a while using this script, the pitch and speed of the BGM in the Indigo Plateau increases beyond RPG XP's normal limit. However, if you look at the settings of the BGM music for that map, it's fine. It also doesn't decrease if you manually decrease it. I have yet to notice this on other maps. I can confirm it's the scripts as I've back into the map after commenting those two out and it's gone back to normal. I don't want to have to go back to the other method of looping music as this one is so convenient and easy. I really like it.

        Is there anywhere in particular the two scripts need to be in Essentials to work perfectly or is just the RGSS Linker before FmodEx after the Debug-Compiler scripts section?

        Edit (31/12/2016 at 5:28pm): I'll test this out a little more and make another post if anything happens. I have a hunch as to why its doing what it's doing.
        Edit (31/12/2016 at 5:49pm): Just tried it with two clean copies of Essentials 16.2 and it only happens when the RGSS Linker and FmodEx scripts are in.
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          #54    
        Old January 5th, 2017 (4:24 AM).
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          It's weird '^'
          I don't know how to reproduce the bug (I only saw that it ignore the pitch setting of the map in an RMXP project)...
          I give you the last update if it's a bug of the version : http://www.mediafire.com/file/rgy7arkf7ok6266/RGSS+FmodEx+LastUpdate.7z

          I don't know where the script should be in Essentials to work perfectly, I can only tell you that in PSDK it's like one of the first script to be loaded (before the RMXP scripts).

          Can you give a little exemple project with the bug ? (I'll try to patch this if I can ^^)

          PS : You can get me on Discord : Nuri Yuri#0158, it'll be much faster to get an answer x)
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            #55    
          Old January 5th, 2017 (12:39 PM). Edited January 5th, 2017 by Arkadious.
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            Quote:
            Originally Posted by 塗 ゆり View Post
            It's weird '^'
            I don't know how to reproduce the bug (I only saw that it ignore the pitch setting of the map in an RMXP project)...
            I give you the last update if it's a bug of the version : http://www.mediafire.com/file/rgy7arkf7ok6266/RGSS+FmodEx+LastUpdate.7z

            I don't know where the script should be in Essentials to work perfectly, I can only tell you that in PSDK it's like one of the first script to be loaded (before the RMXP scripts).

            Can you give a little example project with the bug ? (I'll try to patch this if I can ^^)

            PS : You can get me on Discord : Nuri Yuri#0158, it'll be much faster to get an answer x)
            No worries :) Honestly it's fine. I'll try to get a video recording of it and I'll give you the link to it once it's done so you can see what I mean. Thanks a bunch.
            Edit (06/01/2017): Here's the link https://www.youtube.com/watch?v=GKeWcHUuppM&feature=youtu.be
            And when you put in the new .dll's, Essentials gives an error on line 28 of the FmodEx script saying it expected version FmodEx version 4.68.97 instead of 4.68.80
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              #56    
            Old January 6th, 2017 (10:08 AM). Edited January 6th, 2017 by 塗 ゆり.
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              Ohw, I forgot the FmodEx DLL x)
              Here's a link : https://download.psdk.communityscriptproject.com/downloads/fmodex.dll (I don't know if it's the good version since the link is old but it's the same size of the dll from my project ^^)

              I've done a test it looks like the second time the music is play (if you do bgm_play two time in a row) it's played the square of the speed needed. In my test it plays 1.4 faster than RMXP plays it (tempo = 140%)
              I'll make a patch ^^

              Edit : In fact RMXP is doing muk with Midi... I tested the music battle1.mid (from RMVX RTP), it's 1m12s long according to LMMS (1:14 without the blank). I tested the music on RMXP at 150%, it's 1m15s long according to Camtasia Studio 8... The music is just more shrill (aigu in French).
              51 second is 1.4 faster than 1m12s.

              To see if there's a real bug on your project, test the music at 150% if the duration beetween two blanks is 48s you have no problem with the pitch ^^

              I just give a patch for the more than 100% pitch bug of RGSS FmodEx :
              https://download.psdk.communityscriptproject.com/downloads/RGSS%20FmodEx.dll
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                #57    
              Old January 6th, 2017 (7:03 PM). Edited January 7th, 2017 by Arkadious.
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                Quote:
                Originally Posted by 塗 ゆり View Post
                Ohw, I forgot the FmodEx DLL x)
                Here's a link : https://download.psdk.communityscriptproject.com/downloads/fmodex.dll (I don't know if it's the good version since the link is old but it's the same size of the dll from my project ^^)

                I've done a test it looks like the second time the music is play (if you do bgm_play two time in a row) it's played the square of the speed needed. In my test it plays 1.4 faster than RMXP plays it (tempo = 140%)
                I'll make a patch ^^

                Edit : In fact RMXP is doing **** with Midi... I tested the music battle1.mid (from RMVX RTP), it's 1m12s long according to LMMS (1:14 without the blank). I tested the music on RMXP at 150%, it's 1m15s long according to Camtasia Studio 8... The music is just more shrill (aigu in French).
                51 second is 1.4 faster than 1m12s.

                To see if there's a real bug on your project, test the music at 150% if the duration between two blanks is 48s you have no problem with the pitch ^^

                I just give a patch for the more than 100% pitch bug of RGSS FmodEx :
                https://download.psdk.communityscriptproject.com/downloads/RGSS%20FmodEx.dll
                Yeah, the music seems to playing normally now when the pitch is at 100%. At 150%, the time between blanks (or skips) is 48 seconds. I guess the values above normal pitch and what the pitch is actually is are different.
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                  #58    
                Old January 7th, 2017 (3:02 AM).
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                  Yes x)
                  We should probably try with an ogg file to see what is the pitch factor.
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                    #59    
                  Old January 8th, 2017 (3:05 PM). Edited January 8th, 2017 by Arkadious.
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                    I tried changing the mid file to an ogg and played it. The ogg at 150% pitch sounds identical to how it sounds if you're using the mid file at 150% pitch with the FmodEx script. Otherwise at 100% pitch they both sounds normal. I'll try making a video to show what I mean.

                    Edit: Here's the video
                    https://www.youtube.com/watch?v=PSKaCKLVMa0&feature=youtu.be
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                      #60    
                    Old January 9th, 2017 (12:12 AM).
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                      Ok, so the RGSS uses a weird command to makes mid files shrill while it makes waveform type files faster...
                      Unfortunately there's no function that edits the note of a sequential file in FmodEx, I can only edit the ChannelVolume ^^'
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                        #61    
                      Old January 9th, 2017 (1:28 AM).
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                        Quote:
                        Originally Posted by 塗 ゆり View Post
                        Ok, so the RGSS uses a weird command to makes mid files shrill while it makes waveform type files faster...
                        Unfortunately there's no function that edits the note of a sequential file in FmodEx, I can only edit the ChannelVolume ^^'
                        Well at least we've now figured out what the hell's been going on. :)
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                          #62    
                        Old January 15th, 2017 (11:58 AM).
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                        Someone, please tell me what I type when I want the loop to start at 7 seconds and 817939 milliseconds, may be rounded up to 8174. Also, what do I put at the end section when it should end the loop at 1 minute, 28 seconds and 71691 milliseconds? If the first one had to be rounded, end should be rounded to 7169.
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                          #63    
                        Old January 17th, 2017 (7:21 AM).
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                          817939 milliseconds = 818 seconds = 13 minutes.
                          You should edit your file with Audacity and add the LOOPSTART and LOOPLENGTH tags. These tags are in "PCM sample unit" that are strictly when the decoder read an sample (so you wont have 817939 milliseconds but 308000 and you type 308000).

                          You can also do ::FmodEx.set_unit(::FmodEx::TIMEUNIT_PCM) and use PCM sample unit instead of milliseconds with the script ^^
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                            #64    
                          Old March 28th, 2017 (10:15 AM).
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                            Sorry for my vanilla looking profile and all that, but seriously, YOU'RE A LIFE SAVER! The old audio format support files and scripts from the Pokemon essentials wiki disappeared and I had a frustrating time trying to find a way to literally just put in ogg files! I'm so glad you posted this here! Really helpful!
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                              #65    
                            Old July 13th, 2017 (4:09 PM).
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                              Quote:
                              Originally Posted by PokeVec40 View Post
                              I really hope this thread isn't totally dead.

                              I just tried installing these scripts, and had to add in the RGSS104E.dll, but I still get an error message stating
                              "This isn't the RGSS104 library !" followed by the programmatically thrown exception "Failed to load RGSS Linker." Does this mean I need to install the .dll in my OS folder? and if so does that mean everyone playing the game must do so as well?

                              Help would be greatly appreciated- It's probably something really obvious that I'm overlooking.
                              ** EDIT **

                              Ok, so I figured out the issue- I opened Game.ini with text edit and changed the default library to RGSS104E. It works, but when RPGMaker XP saves data, I have to change it back every time from RGSS102E. Any advice as to how to change the default library in RPGMaker XP?
                              Thanks.
                              I'm having the same issue, after placing both scripts and adding the files of the first post to the game's folder, and also after adding the RGSS104E.dll file (which I founded in another zip in this same thread, maybe in page 2 or 3), when I start the game from the project it shows that error message. I've done everything in the post so I don't know what the hell is going on, any idea of what should I do? Thanks ^^
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                                #66    
                              Old July 15th, 2017 (4:27 AM).
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                                There's one thing to know : RMXP replace the loaded DLL with it's own RGSS DLL. If you use RMXP 1.01 or 1.02 instead of RMXP 1.05 or 1.03 the RGSS DLL will be the wrong DLL (RGSS102J / RGSS100J) and then the RGSS Linker will fail to load.

                                You can try to rename RGSS104E.dll to RGSS102E.dll or RGSS102J.dll (idk which DLL essentials uses, check your Game.ini to know).

                                You can also do the same thing in the System Files of RMXP.
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                                  #67    
                                Old July 15th, 2017 (10:33 AM).
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                                  Quote:
                                  Originally Posted by 塗 ゆり View Post
                                  There's one thing to know : RMXP replace the loaded DLL with it's own RGSS DLL. If you use RMXP 1.01 or 1.02 instead of RMXP 1.05 or 1.03 the RGSS DLL will be the wrong DLL (RGSS102J / RGSS100J) and then the RGSS Linker will fail to load.

                                  You can try to rename RGSS104E.dll to RGSS102E.dll or RGSS102J.dll (idk which DLL essentials uses, check your Game.ini to know).

                                  You can also do the same thing in the System Files of RMXP.
                                  Oh gosh, that may had been the issue, I've got the verson 1.02 and I've checked the ini and was "...2J...", so I renamed "...104E..." to "...102J...". Now it doesn't show any error and the game in debug mode loads so I guess now it should work, I will try it. Thanks a lot ^^ and sorry for asking after a long time.
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                                    #68    
                                  Old July 16th, 2017 (4:30 AM).
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                                    No problem :p

                                    In my project I solved this kind of issue by rewritting Game.exe :p
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                                      #69    
                                    Old July 16th, 2017 (1:15 PM).
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                                      Yeah, it was a matter of the title, now it works perfectly, thanks ^^
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                                        #70    
                                      Old August 8th, 2017 (12:12 PM).
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                                        Did you remove any audio file after saving the game ?

                                        You can try to add "print filename" before the line 65 of the script to see what file FmodEx does not find ^^
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                                          #71    
                                        Old August 26th, 2017 (9:05 PM).
                                        Woah Woah is offline
                                           
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                                          I know this issue has been brought up and resolved over and over, but I'm still having problems with the RGSS104E.dll. I am getting the error "This isn't the RGSS104 library!" despite changing the FILE NAME in the root FROM "RGSS102E.dll" TO "RGSS104E.dll," and doing the same thing in game.ini



                                          Highlighted in the image are the three files I've downloaded for FMOD, plus RGSS104E.dll. Do I have everything? Am I missing something?
                                          Thank you.
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                                            #72    
                                          Old August 27th, 2017 (1:40 AM). Edited August 27th, 2017 by 塗 ゆり.
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                                            The RGSS Linker is able to detect if your RGSS DLL is the right one (because otherwise you would get a SEGFAULT).

                                            There's one thing to know : RPG Maker XP has the bad habit to change your RGSS DLL in your Game Folder and that's a huge issue. If you use an illegal version of RPG Maker XP (if your DLL is RGSS100J or RGSS102E/J it's a illegal one) you'll have some issues. It's recommanded to use the steam version of RPG Maker or RPG Maker XP 1.03 (in French).

                                            The only way to fix the problem with an illegal version of RPG Maker is to rewrite the "Game.exe" in order to load a RGSS DLL named an other way than in Game.ini. (I use this trick on Pokémon SDK because RPG Maker XP replace the RGSS3 dll with the RGSS1 one :v )

                                            PS : The dll file you have to use is this one : http://www.mediafire.com/file/49t6lre8r93mir3/RGSS104E.dll You can rename it RGSS102E if you want.
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                                              #73    
                                            Old August 27th, 2017 (7:30 AM).
                                            Woah Woah is offline
                                               
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                                              Quote:
                                              Originally Posted by 塗 ゆり View Post
                                              The only way to fix the problem with an illegal version of RPG Maker is to rewrite the "Game.exe" in order to load a RGSS DLL named an other way than in Game.ini. (I use this trick on Pokémon SDK because RPG Maker XP replace the RGSS3 dll with the RGSS1 one :v )
                                              Thanks for the reply! But, how would I "rewrite" game.exe exactly? Also, why do you keep recommending we change RGSS104E back to 102E if fmod only works with 104? Is there a way to make fmod compatible with 102E?

                                              Sorry for all the questions. I've realized game.ini resetting itself has been the problem this whole time, but getting a legal version is out of the question (long story).
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                                                #74    
                                              Old August 27th, 2017 (11:14 AM).
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                                                You need to write a C/C++ program that loads the functions of the RGSS.
                                                I recommand to rename the RGSS104E.dll I give to RGSS102E.dll because your illegal version of RMXP use RGSS102E.dll (which is buggy as hell btw). It's not the name that is important, that's the content of the whole thing. You can rename any dll you want to RGSS104E.dll the RGSS Linker will say the same "It's not RGSS104E.dll", btw the RGSS Linker doesn't care of the name of the dll since you give him the name you gave to RGSS104E.dll.
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                                                  #75    
                                                Old June 15th, 2018 (3:52 PM). Edited June 15th, 2018 by SilverioRB.
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                                                  Hello there, guys.

                                                  It's my first time posting something here, and I came with some questions about this FmodEx.
                                                  Since I'm kinda noob in programing in Ruby, I'm struggling to understand it properly. So, let's go:

                                                  1-Where exactly do I need to put these scripts? I created two new classes under Audio sections, which ones is "RGSS Linker" and "FmodEx Audio". Is it right?

                                                  2-How I set the especifc audio files that I want to loop? I did the following set only, but it didn't work:

                                                  LOOP_TABLE = ["Audio/BGM/217 Route 4 (Summer)",346273,1465664]

                                                  Where the first set is the audio file, (folder, subfolder, file name, LOOPSTART and LOOPLENGTH. I believe it's wrong... Is there something more I need to add? And can I add more than just one file?

                                                  3-This works for map BGM too, or just Battle BGM? If it works on maps, do I need to add some event on the map calling some kind of script?

                                                  4- Do I need to tag the LOOPSTART and the LOOPLENGTH on the audio file on some kind of audio editing program (like Audacity) before I set the music on the game?

                                                  I believe that's all for now.

                                                  Thanks in advance!! ^^


                                                  EDIT: I did it to work in maps. It's working fine on maps, but it doesn't work in battle themes... Why? :/
                                                  Can someone help me?
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