KillerMapper
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We finally have a way to get looped music in Essentials with FMod!
Some people, including me, tried to use FMod for more controls over the sound, especially for the looping points which allow to have correctly looped music. RPG Maker VX ACE can do it using loop tags in audio files such as OGG but unfortunately RPG Maker XP doesn't. FMod is probably the best way to do it.
People from Community Script Project made a new script with FMod and this one is actually working fine with Essentials (unless you made some script change in the sound domain, maybe. Just try). You can grab it here:
https://www.pokecommunity.com/threads/349496
Install it following the instructions. Now to get looped musics, you can use GiraPrimal's table (see the topic or look in the FMod script to figure out how do use it).
Or you can use the tags in OGG (maybe other formats are supported, I don't know). See here to know how to do that: https://www.rpgmakervxace.net/topic/3825-make-looping-bgm-part-1-ogg-vorbis/ . This method works perfectly and only requires Audacity which is free.
Now you can enjoy correctly looped BGMs in your game!
Big thanks for Nuri Yuri and CSP for this script!
Older and original post:
Some people, including me, tried to use FMod for more controls over the sound, especially for the looping points which allow to have correctly looped music. RPG Maker VX ACE can do it using loop tags in audio files such as OGG but unfortunately RPG Maker XP doesn't. FMod is probably the best way to do it.
People from Community Script Project made a new script with FMod and this one is actually working fine with Essentials (unless you made some script change in the sound domain, maybe. Just try). You can grab it here:
https://www.pokecommunity.com/threads/349496
Install it following the instructions. Now to get looped musics, you can use GiraPrimal's table (see the topic or look in the FMod script to figure out how do use it).
Or you can use the tags in OGG (maybe other formats are supported, I don't know). See here to know how to do that: https://www.rpgmakervxace.net/topic/3825-make-looping-bgm-part-1-ogg-vorbis/ . This method works perfectly and only requires Audacity which is free.
Now you can enjoy correctly looped BGMs in your game!
Big thanks for Nuri Yuri and CSP for this script!
Older and original post:
Spoiler:
Essentials lacks of a way to get correctly looped musics, and I would like to get it working. But since my knowledge about scripting is limited, I'm definitely stuck, and I need help.
(I know it's like asking other people to do the job, but I tried to do it myself for hours without success :/ ).
I've made some search about looping scripts, and the best seems to be FMod which can set loop points (+ better music system).
KaiserYoshi put on the suggestion thread a script made by GiraPrimal (from the new Community Script Project, made from PSP community), which uses FMod and a script to easily make looped musics. And it works! But partially with Essentials.
The main problem is when you changemap, the BGM immediately changes to the new one, then fades out (without FMod, the music fades out and then switches to the new one). I tried to have a look to pbCueBGM (this scripts is called when the player changes map) but I don't see where is the problem. Especially when it works without FMod.
What is strange too is that the problem won't happen on the map you started playing (after a save load).
I tried to fix that, but the best thing I could do is to replace pbCueBGM by pbBGMPlay in some places... Battle looped musics will still have some glitch, but it fixes champemaps by deleting the fade out (the music will just cut).
Without the loop script, the problem is the same so it's from FMod messing up with Essential code. And I don't know where it can be.
The scripts (place them above Main):
FMod (place it below Audio):
The loop script (place it below FMod):
I hope we can do something with this, so Essential can finally have looped musics!
Thanks for the help!
(I know it's like asking other people to do the job, but I tried to do it myself for hours without success :/ ).
I've made some search about looping scripts, and the best seems to be FMod which can set loop points (+ better music system).
KaiserYoshi put on the suggestion thread a script made by GiraPrimal (from the new Community Script Project, made from PSP community), which uses FMod and a script to easily make looped musics. And it works! But partially with Essentials.
The main problem is when you changemap, the BGM immediately changes to the new one, then fades out (without FMod, the music fades out and then switches to the new one). I tried to have a look to pbCueBGM (this scripts is called when the player changes map) but I don't see where is the problem. Especially when it works without FMod.
What is strange too is that the problem won't happen on the map you started playing (after a save load).
I tried to fix that, but the best thing I could do is to replace pbCueBGM by pbBGMPlay in some places... Battle looped musics will still have some glitch, but it fixes champemaps by deleting the fade out (the music will just cut).
Without the loop script, the problem is the same so it's from FMod messing up with Essential code. And I don't know where it can be.
The scripts (place them above Main):
FMod (place it below Audio):
Code:
# Copyright (c) 2005, Kevin Gadd
#==============================================================================
# ** FModEx
#------------------------------------------------------------------------------
# FMOD Ex binding by Kevin Gadd ([email protected])
#==============================================================================
unless $FMODEX
$FMODEX=true
module FModEx
#--------------------------------------------------------------------------
# * Constants
#--------------------------------------------------------------------------
# FMOD_INITFLAGS flags
FMOD_INIT_NORMAL = 0
# FMOD_RESULT flags
FMOD_OK = 0
FMOD_ERR_CHANNEL_STOLEN = 11
FMOD_ERR_FILE_NOT_FOUND = 23
FMOD_ERR_INVALID_HANDLE = 36
# FMOD_MODE flags
FMOD_DEFAULT = 0
FMOD_LOOP_OFF = 1
FMOD_LOOP_NORMAL = 2
FMOD_LOOP_BIDI = 4
FMOD_LOOP_BITMASK = 7
FMOD_2D = 8
FMOD_3D = 16
FMOD_HARDWARE = 32
FMOD_SOFTWARE = 64
FMOD_CREATESTREAM = 128
FMOD_CREATESAMPLE = 256
FMOD_OPENUSER = 512
FMOD_OPENMEMORY = 1024
FMOD_OPENRAW = 2048
FMOD_OPENONLY = 4096
FMOD_OPENMEMORY_POINT = 0x10000000
FMOD_ACCURATETIME = 8192
FMOD_MPEGSEARCH = 16384
FMOD_NONBLOCKING = 32768
FMOD_UNIQUE = 65536
# The default mode that the script uses
FMOD_DEFAULT_SOFTWARWE = FMOD_LOOP_OFF | FMOD_2D | FMOD_SOFTWARE
FMOD_TEST = FMOD_OPENMEMORY | FMOD_SOFTWARE
# FMOD_CHANNELINDEX flags
FMOD_CHANNEL_FREE = -1
FMOD_CHANNEL_REUSE = -2
# FMOD_TIMEUNIT_flags
FMOD_TIMEUNIT_MS = 1
FMOD_TIMEUNIT_PCM = 2
# The default time unit the script uses
FMOD_DEFAULT_UNIT = FMOD_TIMEUNIT_MS
# Types supported by FMOD Ex
FMOD_FILE_TYPES = ['ogg', 'aac', 'wma', 'mp3', 'wav', 'it', 'xm', 'mod', 's3m', 'mid', 'midi']
#============================================================================
# ** DLL
#----------------------------------------------------------------------------
# A class that manages importing functions from the DLL
#============================================================================
class DLL
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :filename # DLL file name for instance
attr_accessor :functions # hash of functions imported (by name)
Functions = {}
Sys_C='System_Create'
W32_LL = Win32API.new('kernel32.dll', 'LoadLibrary', 'p', 'l')
FN='fmodex.dll'
F='f'
L='l'
#--------------------------------------------------------------------------
# * Object Initialization
# filename : Name of the DLL
#--------------------------------------------------------------------------
def initialize(filename = FN)
@filename = filename
@handle = 0 # Handle to the DLL
# Load specified library into the address space of game process
@handle = W32_LL.call(filename)
unless Functions[Sys_C]
# System functions:
self.import(Sys_C, 'p')
self.import('System_Init', 'llll')
self.import('System_Close', 'l')
self.import('System_Release', 'l')
self.import('System_CreateSound', 'lplpp')
self.import('System_CreateStream', 'lplpp')
self.import('System_PlaySound', 'llllp')
# Sound functions:
self.import('Sound_Release', 'l')
self.import('Sound_GetMode', 'lp')
self.import('Sound_SetMode', 'll')
self.import('Sound_SetLoopPoints', 'lllll')
self.import('Sound_GetLength', 'lpl')
# Channel functions:
self.import('Channel_Stop', 'l')
self.import('Channel_IsPlaying', 'lp')
self.import('Channel_GetPaused', 'lp')
self.import('Channel_SetPaused', 'll')
self.import('Channel_GetVolume', 'lp')
self.import('Channel_SetVolume', 'll')
self.import('Channel_GetPan', 'lp')
self.import('Channel_SetPan', 'll')
self.import('Channel_GetFrequency', 'lp')
self.import('Channel_SetFrequency', 'll')
self.import('Channel_GetPosition', 'lpl')
self.import('Channel_SetPosition', 'lll')
end
end
#--------------------------------------------------------------------------
# * Create a Win32API Object And Add it to Hashtable
# name : Function name
# args : Argument types (p = pointer, l = int, v = void)
# returnType: Type of value returned by function
#--------------------------------------------------------------------------
def import(name, args = '', returnType = L)
Functions[name] = Win32API.new(@filename, 'FMOD_' + name, args, returnType)
end
#--------------------------------------------------------------------------
# * Get Function by Name
# key : Function name
#--------------------------------------------------------------------------
def [](key)
return Functions[key]
end
#--------------------------------------------------------------------------
# * Call a Function With Passed Arguments
# name : Function name
# args : Argument to function
#--------------------------------------------------------------------------
def invoke(name, *args)
fn = Functions[name]
raise "function not imported: #{name}" if fn.nil?
result = fn.call(*args)
unless result == FMOD_OK or result == FMOD_ERR_CHANNEL_STOLEN or
result == FMOD_ERR_FILE_NOT_FOUND
if result==36
Audio.se_clean unless $FMOD_CLEANING
else
print "FMOD Ex returned error #{result}.\n"
end
end
return result
end
#--------------------------------------------------------------------------
# * Store Float as Binary Int Because Floats Can't be Passed Directly
# f : Float to convert
#--------------------------------------------------------------------------
def convertFloat(f)
# First pack the float in a string as a native binary float
temp = [f].pack(F)
# Then unpack the native binary float as an integer
return unpackInt(temp)
end
#--------------------------------------------------------------------------
# * Unpack Binary Data to Integer
# s : String containing binary data
#--------------------------------------------------------------------------
def unpackInt(s)
return s.unpack(L)[0]
end
#--------------------------------------------------------------------------
# * Unpack Binary Data to Float
# s : String containing binary data
#--------------------------------------------------------------------------
def unpackFloat(s)
return s.unpack(F)[0]
end
#--------------------------------------------------------------------------
# * Unpack Binary Data to Boolean
# s : String containing binary data
#--------------------------------------------------------------------------
def unpackBool(s)
return s.unpack(L)[0] != 0
end
end
#============================================================================
# ** System
#----------------------------------------------------------------------------
# A class that manages an instance of FMOD::System
#============================================================================
class System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :fmod # Instance of DLL class (fmodex.dll)
attr_accessor :handle # Handle (pointer) to System object
attr_accessor :maxChannels # Maximum number of channels
System_Create='System_Create'
System_Init='System_Init'
System_CreateSound='System_CreateSound'
UX="U*"
CX="C*"
System_CreateStream='System_CreateStream'
System_Close='System_Close'
System_Release='System_Release'
#--------------------------------------------------------------------------
# * Object Initialization
# fmod : An instance of DLL class
# maxChannels : Maximum number of used channels
# flags : FMOD_INITFLAGS
# extraDriverData : Driver specific data
#--------------------------------------------------------------------------
def initialize(theDLL, maxChannels = 32, flags = FMOD_INIT_NORMAL, extraDriverData = 0)
@fmod = theDLL
@maxChannels = maxChannels
# Create and initialize FMOD::System
temp = 0.chr * 4
@fmod.invoke(System_Create, temp)
@handle = @fmod.unpackInt(temp)
@fmod.invoke(System_Init, @handle, maxChannels, flags, extraDriverData)
end
#--------------------------------------------------------------------------
# * Create FMOD::Sound (fully loaded into memory by default)
# filename : Name of file to open
# mode : FMOD_MODE flags
#--------------------------------------------------------------------------
def createSound(filename, mode = FMOD_DEFAULT_SOFTWARWE,struc=0)
# Create sound and return it
temp = 0.chr * 4
result = @fmod.invoke(System_CreateSound, @handle, filename, mode, struc, temp)
if result == FMOD_ERR_FILE_NOT_FOUND
result2 = @fmod.invoke(System_CreateSound, @handle, filename.unpack(UX).pack(CX), mode, 0, temp)
raise "File not found: \"#{filename}\"" if result2 == FMOD_ERR_FILE_NOT_FOUND
end
newSound = Sound.new(self, @fmod.unpackInt(temp))
return newSound
end
#--------------------------------------------------------------------------
# * Create Streamed FMOD::Sound (chunks loaded on demand)
# filename : Name of file to open
# mode : FMOD_MODE flags
#--------------------------------------------------------------------------
def createStream(filename, mode = FMOD_DEFAULT_SOFTWARWE,struc=0)
# Create sound and return it
temp = 0.chr * 4
result = @fmod.invoke(System_CreateStream, @handle, filename, mode, struc, temp)
if result == FMOD_ERR_FILE_NOT_FOUND
result2 = @fmod.invoke(System_CreateStream, @handle, filename.unpack(UX).pack(CX), mode, 0, temp)
raise "File not found: \"#{filename}\"" if result2 == FMOD_ERR_FILE_NOT_FOUND
end
newSound = Sound.new(self, @fmod.unpackInt(temp))
return newSound
end
#--------------------------------------------------------------------------
# * Close And Release System
#--------------------------------------------------------------------------
def dispose
if (@handle > 0)
@fmod.invoke(System_Close, @handle)
@fmod.invoke(System_Release, @handle)
@handle = 0
end
@fmod = nil
end
end
#============================================================================
# ** Sound
#----------------------------------------------------------------------------
# A class that manages an instance of FMOD::Sound
#============================================================================
class Sound
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :system # System that created this Sound
attr_accessor :fmod # Instance of DLL class (fmodex.dll)
attr_accessor :handle # Handle (pointer) to Sound object
System_PlaySound='System_PlaySound'
Sound_GetMode='Sound_GetMode'
Sound_SetMode='Sound_SetMode'
Sound_GetLength='Sound_GetLength'
Sound_SetLoopPoints='Sound_SetLoopPoints'
Sound_Release='Sound_Release'
#--------------------------------------------------------------------------
# * Object Initialization
# theSystem : The System that created this Sound object
# handle : Handle to the FMOD::Sound object
#--------------------------------------------------------------------------
def initialize(theSystem, theHandle)
@system = theSystem
@fmod = theSystem.fmod
@handle = theHandle
end
#--------------------------------------------------------------------------
# * Play Sound
# paused : Start paused?
# channel : Channel allocated to sound (nil for automatic)
#--------------------------------------------------------------------------
def play(paused = false, channel = nil)
# If channel wasn't specified, let FMOD pick a free one,
# otherwise use the passed channel (id from 0 to maxChannels)
unless channel
temp = 0.chr * 4
else
temp = [channel].pack('l')
end
@fmod.invoke(System_PlaySound, @system.handle,
(channel == nil) ? FMOD_CHANNEL_FREE : FMOD_CHANNEL_REUSE,
@handle,
(paused == true) ? 1 : 0,
temp)
theChannel = @fmod.unpackInt(temp)
# Create a Channel object based on returned channel
newChannel = Channel.new(self, theChannel)
return newChannel
end
#--------------------------------------------------------------------------
# * Get FMOD_MODE Bits
#--------------------------------------------------------------------------
def mode
temp = 0.chr * 4
@fmod.invoke(Sound_GetMode, @handle, temp)
return @fmod.unpackInt(temp)
end
#--------------------------------------------------------------------------
# * Set FMOD_MODE Bits
#--------------------------------------------------------------------------
def mode=(newMode)
@fmod.invoke(Sound_SetMode, @handle, newMode)
end
#--------------------------------------------------------------------------
# * Get FMOD_LOOP_MODE
#--------------------------------------------------------------------------
def loopMode
temp = 0.chr * 4
@fmod.invoke(Sound_GetMode, @handle, temp)
return @fmod.unpackInt(temp) & FMOD_LOOP_BITMASK
end
#--------------------------------------------------------------------------
# * Set FMOD_LOOP_MODE
#--------------------------------------------------------------------------
def loopMode=(newMode)
@fmod.invoke(Sound_SetMode, @handle, (self.mode & ~FMOD_LOOP_BITMASK) | newMode)
end
#--------------------------------------------------------------------------
# * Return Sound Length
#--------------------------------------------------------------------------
def length(unit = FMOD_DEFAULT_UNIT)
temp = 0.chr * 4
@fmod.invoke(Sound_GetLength, @handle, temp, unit)
return @fmod.unpackInt(temp)
end
#--------------------------------------------------------------------------
# * Set Loop Points
# first : Loop start point in milliseconds
# second : Loop end point in milliseconds
# unit : FMOD_TIMEUNIT for points
#--------------------------------------------------------------------------
def setLoopPoints(first, second, unit = FMOD_DEFAULT_UNIT)
@fmod.invoke(Sound_SetLoopPoints, @handle, first, unit, second, unit)
end
#--------------------------------------------------------------------------
# * Release Sound
#--------------------------------------------------------------------------
def dispose
if (@handle > 0)
@fmod.invoke(Sound_Release, @handle)
@handle = 0
end
@fmod = nil
@system = nil
end
end
#============================================================================
# ** Channel
#----------------------------------------------------------------------------
# A class that represents an FMOD::Channel
#============================================================================
class Channel
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :system # System that created the Sound
attr_accessor :sound # Sound using the Channel
attr_accessor :fmod # Instance of DLL class (fmodex.dll)
attr_accessor :handle # Handle (pointer) to Sound object
Channel_Stop='Channel_Stop'
Channel_IsPlaying='Channel_IsPlaying'
Channel_GetVolume='Channel_GetVolume'
Channel_SetVolume='Channel_SetVolume'
Channel_GetPan='Channel_GetPan'
Channel_SetPan='Channel_SetPan'
Channel_GetFrequency='Channel_GetFrequency'
Channel_SetFrequency='Channel_SetFrequency'
Channel_GetPaused='Channel_GetPaused'
Channel_SetPaused='Channel_SetPaused'
Channel_GetPosition='Channel_GetPosition'
Channel_SetPosition='Channel_SetPosition'
#--------------------------------------------------------------------------
# * Object Initialization
# theSound : The Sound using this Channel object
# handle : Handle to the FMOD::Channel object
#--------------------------------------------------------------------------
def initialize(theSound, theHandle)
@sound = theSound
@system = theSound.system
@fmod = theSound.system.fmod
@handle = theHandle
end
#--------------------------------------------------------------------------
# * Stop Channel and Make it Available for Other Sounds
#--------------------------------------------------------------------------
def stop
@fmod.invoke(Channel_Stop, @handle)
end
#--------------------------------------------------------------------------
# * Is the Channel Handle Valid?
#--------------------------------------------------------------------------
def valid?
temp = 0.chr * 4
begin
result = @fmod.invoke(Channel_IsPlaying, @handle, temp)
rescue
if (result == FMOD_ERR_INVALID_HANDLE)
return false
else
raise
end
end
# If we get here then it's valid
return true
end
#--------------------------------------------------------------------------
# * Is the Channel Playing?
#--------------------------------------------------------------------------
def playing?
temp = 0.chr * 4
@fmod.invoke(Channel_IsPlaying, @handle, temp)
return @fmod.unpackBool(temp)
end
#--------------------------------------------------------------------------
# * Get Channel Volume Level (0.0 -> 1.0)
#--------------------------------------------------------------------------
def volume
temp = 0.chr * 4
@fmod.invoke(Channel_GetVolume, @handle, temp)
return @fmod.unpackFloat(temp)
end
#--------------------------------------------------------------------------
# * Set Channel Volume Level (0.0 -> 1.0)
#--------------------------------------------------------------------------
def volume=(newVolume)
@fmod.invoke(Channel_SetVolume, @handle, @fmod.convertFloat(newVolume))
end
#--------------------------------------------------------------------------
# * Get Channel Pan Position (-1.0 -> 1.0)
#--------------------------------------------------------------------------
def pan
temp = 0.chr * 4
@fmod.invoke(Channel_GetPan, @handle, temp)
return @fmod.unpackFloat(temp)
end
#--------------------------------------------------------------------------
# * Set Channel Pan Position (-1.0 -> 1.0)
#--------------------------------------------------------------------------
def pan=(newPan)
@fmod.invoke(Channel_SetPan, @handle, @fmod.convertFloat(newPan))
end
#--------------------------------------------------------------------------
# * Get Channel Frequency in HZ (Speed/Pitch)
#--------------------------------------------------------------------------
def frequency
temp = 0.chr * 4
@fmod.invoke(Channel_GetFrequency, @handle, temp)
return @fmod.unpackFloat(temp)
end
#--------------------------------------------------------------------------
# * Set Channel Frequency in HZ (Speed/Pitch)
#--------------------------------------------------------------------------
def frequency=(newFrequency)
@fmod.invoke(Channel_SetFrequency, @handle, @fmod.convertFloat(newFrequency))
end
#--------------------------------------------------------------------------
# * Is Channel Paused?
#--------------------------------------------------------------------------
def paused
temp = 0.chr * 4
@fmod.invoke(Channel_GetPaused, @handle, temp)
return @fmod.unpackBool(temp)
end
#--------------------------------------------------------------------------
# * Pause Channel
#--------------------------------------------------------------------------
def paused=(newPaused)
@fmod.invoke(Channel_SetPaused, @handle, (newPaused == true) ? 1 : 0)
end
#--------------------------------------------------------------------------
# * Get Current Playback Position
# unit : FMOD_TIMEUNIT to return position in
#--------------------------------------------------------------------------
def position(unit = FMOD_DEFAULT_UNIT)
temp = 0.chr * 4
@fmod.invoke(Channel_GetPosition, @handle, temp, unit)
return @fmod.unpackInt(temp)
end
#--------------------------------------------------------------------------
# * Set Current Playback Position
# newPosition : New playback position
# unit : FMOD_TIMEUNIT to use when setting position
#--------------------------------------------------------------------------
def position=(newPosition, unit = FMOD_DEFAULT_UNIT)
@fmod.invoke(Channel_SetPosition, @handle, newPosition, unit)
end
#--------------------------------------------------------------------------
# * Dispose of Channel
#--------------------------------------------------------------------------
def dispose
@handle = 0
@sound = nil
@system = nil
@fmod = nil
end
end
end
#==============================================================================
# ** FMod
#------------------------------------------------------------------------------
# A higher level module to access FMOD Ex
#==============================================================================
module Audio
SLP_TIME=0.01
#============================================================================
# ** SoundFile
#----------------------------------------------------------------------------
# Represents a Sound file (BGM, BGS, SE, etc.) and associated Channel
#============================================================================
class SoundFile
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :name # File name
attr_accessor :sound # FModEx::Sound object
attr_accessor :channel # Channel playing sound
attr_accessor :volume # Volume in RPG::AudioFile format
attr_accessor :pitch # Pitch in RPG::AudioFile format
attr_accessor :looping # Sound loops
attr_accessor :streaming # Sound is streamed
attr_accessor :length # Sound length in milliseconds
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(name, sound, channel, volume, pitch, looping, streaming, length)
@name = name
@sound = sound
@channel = channel
@volume = volume
@pitch = pitch
@looping = looping
@streaming = streaming
@length = length
end
end
#--------------------------------------------------------------------------
# * Instance Variables
#--------------------------------------------------------------------------
@fmod_dll = FModEx::DLL.new # The FMOD Ex DLL
@fmod = FModEx::System.new(@fmod_dll) # The global System object
@fmod_se = [] # Array of Sound Effects
@rtp_folder = nil # Name of RTP folder
#--------------------------------------------------------------------------
# * Get Path of RTP Folder From Registry
#--------------------------------------------------------------------------
def self.getRTPFolder
if @rtp_folder
return @rtp_folder
end
open_key = Win32API.new('advapi32.dll', 'RegOpenKeyExA', 'LPLLP', 'L')
query_value = Win32API.new('advapi32.dll', 'RegQueryValueExA', 'LPLPPP', 'L')
close_key = Win32API.new('advapi32', 'RegCloseKey', 'L', 'L')
key = 0.chr * 4
# Open a HKEY_LOCAL_MACHINE with KEY_READ attribute and save handle in key
open_key.call(0x80000002, 'Software\Enterbrain\RGSS\RTP', 0, 0x20019, key)
key = @fmod_dll.unpackInt(key)
type = 0.chr * 4
size = 0.chr * 4
# Query to get string size
query_value.call(key, 'Standard', 0, type, 0, size)
data = ' ' * @fmod_dll.unpackInt(size)
# Query the string value itself using size
query_value.call(key, 'Standard', 0, type, data, size)
@rtp_folder = data.chop
close_key.call(key)
# Make sure the directory ends with a backslash
@rtp_folder += "\\" if @rtp_folder[-1].chr != "\\"
return @rtp_folder
end
#--------------------------------------------------------------------------
# * Return Proper File Name (With Extensions)
# name : Name of the file
# extensions : Extensions to add to file name
#--------------------------------------------------------------------------
def self.checkExtensions(name, extensions)
if FileTest.exist?(name)
return name
end
# Add extension if needed
extensions.each do |ext|
if FileTest.exist?(name + '.' + ext)
return name + '.' + ext
end
end
# File doesn't exist
return name
end
#--------------------------------------------------------------------------
# * Get Valid File Name
# name : Name of the file
#--------------------------------------------------------------------------
def self.selectBGMFilename(name)
name = name.gsub("/", "\\")
# See if file exists in game folder
localname = self.checkExtensions(name, FModEx::FMOD_FILE_TYPES)
# See if file exists in RTP
commonname = self.checkExtensions(getRTPFolder + name, FModEx::FMOD_FILE_TYPES)
if FileTest.exist?(localname)
return localname
end
if FileTest.exist?(commonname)
return commonname
end
# An invalid name was provided
return name
end
#--------------------------------------------------------------------------
# * Play a Sound File Then Return it
# name : Name of the file
# volume : Channel volume
# pitch : Channel frequency
# position : Starting position in milliseconds
# looping : Does the sound loop?
# streaming : Stream sound or load whole thing to memory?
#--------------------------------------------------------------------------
def self.play(name, volume, pitch, position, looping, streaming)
# Get a valid file name
filename = self.selectBGMFilename(name)
# Create Sound or Stream and set initial values
sound = streaming ? @fmod.createStream(filename) : @fmod.createSound(filename)
sound.loopMode = looping ? FModEx::FMOD_LOOP_NORMAL : FModEx::FMOD_LOOP_OFF
channel = sound.play
volume = volume * 1.0
pitch = pitch * 1.0
file_length = sound.length(FModEx::FMOD_DEFAULT_UNIT)
sound_file = SoundFile.new(filename, sound, channel, volume,
pitch, looping, streaming, file_length)
sound_file.channel.volume = volume / 100.0
sound_file.channel.frequency = sound_file.channel.frequency * pitch / 100
sound_file.channel.position = position
return sound_file
end
#--------------------------------------------------------------------------
# * Stop and Dispose of Sound File
#--------------------------------------------------------------------------
def self.stop(sound_file)
unless sound_file and sound_file.channel
return
end
# Stop channel, then clear variables and dispose of bgm
sound_file.channel.stop
sound_file.channel = nil
sound_file.sound.dispose
end
#--------------------------------------------------------------------------
# * Return Length in Milliseconds
#--------------------------------------------------------------------------
def self.get_length(sound_file, unit = FModEx::FMOD_DEFAULT_UNIT)
return sound_file.length#(unit)
end
#--------------------------------------------------------------------------
# * Check if Another Sound File is Playing
#--------------------------------------------------------------------------
def self.already_playing?(sound_file, name, position = 0)
# Get a valid file name
filename = self.selectBGMFilename(name)
if (sound_file)
# If the same sound file is already playing don't play it again
if (sound_file.name == filename and position == 0)
return true
end
# If another sound file is playing, stop it
if sound_file.channel
self.stop(sound_file)
end
end
# No sound file is playing or it was already stopped
return false
end
#--------------------------------------------------------------------------
# * Check if Sound File is Playing
#--------------------------------------------------------------------------
def self.playing?(sound_file)
unless sound_file and sound_file.channel
return false
end
return sound_file.channel.playing?
end
#--------------------------------------------------------------------------
# * Get Current Sound File Playing Position
#--------------------------------------------------------------------------
def self.get_position(sound_file)
unless sound_file and sound_file.channel
return 0
end
return sound_file.channel.position
end
#--------------------------------------------------------------------------
# * Seek to a New Sound File Playing Position
#--------------------------------------------------------------------------
def self.set_position(sound_file, new_pos)
unless sound_file and sound_file.channel
return
end
sound_file.channel.position = new_pos
end
#--------------------------------------------------------------------------
# * Get Current Sound File Volume
#--------------------------------------------------------------------------
def self.get_volume(sound_file)
unless sound_file
return 0
end
return sound_file.volume
end
#--------------------------------------------------------------------------
# * Set Sound File Volume
#--------------------------------------------------------------------------
def self.set_volume(sound_file, volume)
unless sound_file and sound_file.channel
return
end
sound_file.volume = volume * 1.0
sound_file.channel.volume = volume / 100.0
end
#--------------------------------------------------------------------------
# * Set Loop Points
# first : Loop start point in milliseconds
# second : Loop end point in milliseconds (-1 for file end)
# unit : FMOD_TIMEUNIT for points
#--------------------------------------------------------------------------
def self.set_loop_points(sound_file, first, second, unit = FModEx::FMOD_DEFAULT_UNIT)
unless sound_file and sound_file.channel
return
end
# If second is -1 then set loop end to the file end
if second == -1
second = sound_file.length - 1
end
# Set loop points and reflush stream buffer
sound_file.channel.sound.setLoopPoints(first, second, unit)
sound_file.channel.position = sound_file.channel.position
return sound_file
end
#--------------------------------------------------------------------------
# * Play ME
# name : Name of the file
# volume : Channel volume
# pitch : Channel frequency
# position : Starting position in milliseconds
# looping : Does the BGM loop?
#--------------------------------------------------------------------------
def self.me_play(name, volume=100, pitch=100, position = 0, looping = false)
return if self.already_playing?(@fmod_me, name, position) and Audio.me_playing?
# Now play the new BGM as a stream
@fmod_me = self.play(name, volume, pitch, position, false, true)
Thread.new do
if @fmod_bgm
paused=@fmod_bgm.channel.paused
@fmod_bgm.channel.paused=true
else
paused=false
end
loop do
unless @fmod_me
break
end
unless Audio.me_playing?
break
end
sleep(SLP_TIME)
end
if @fmod_bgm
@fmod_bgm.channel.paused=paused
end
end
return @fmod_me
end
#--------------------------------------------------------------------------
# * Stop and Dispose of ME
#--------------------------------------------------------------------------
def self.me_stop
self.stop(@fmod_me)
@fmod_me = nil
end
#--------------------------------------------------------------------------
# * Return ME Length in Milliseconds
#--------------------------------------------------------------------------
def self.me_length(sound_file)
self.get_length(@fmod_me)
end
#--------------------------------------------------------------------------
# * Check if a ME is Playing
#--------------------------------------------------------------------------
def self.me_playing?
return self.playing?(@fmod_me)
end
#--------------------------------------------------------------------------
# * Get Current ME Playing Position
#--------------------------------------------------------------------------
def self.me_position
return self.get_position(@fmod_me)
end
#--------------------------------------------------------------------------
# * Seek to New ME Playing Position
#--------------------------------------------------------------------------
def self.me_position=(new_pos)
self.set_position(@fmod_bgm, new_pos)
end
#--------------------------------------------------------------------------
# * Get Current ME Volume
#--------------------------------------------------------------------------
def self.me_volume
return self.get_volume(@fmod_me)
end
#--------------------------------------------------------------------------
# * Set ME Volume
#--------------------------------------------------------------------------
def self.me_volume=(volume)
self.set_volume(@fmod_me, volume)
end
#--------------------------------------------------------------------------
# * Set ME fade
#--------------------------------------------------------------------------
def self.me_fade(time)
return unless @fmod_me and Audio.me_playing? and !@fading_me
@fading_me=true
Thread.new do
vol=Audio.me_volume
cnt=(time/1000.0/SLP_TIME).to_i
cnt.times do |i|
Audio.me_volume=(vol-(vol*i/cnt))
sleep SLP_TIME
end
Audio.me_stop
@fading_me=false
end
end
#--------------------------------------------------------------------------
# * Play BGM (or ME)
# name : Name of the file
# volume : Channel volume
# pitch : Channel frequency
# position : Starting position in milliseconds
# looping : Does the BGM loop?
#--------------------------------------------------------------------------
def self.bgm_play(name, volume=100, pitch=100, position = 0, looping = true)
return if self.already_playing?(@fmod_bgm, name, position)
# Now play the new BGM as a stream
@fmod_bgm = self.play(name, volume, pitch, position, looping, true)
if @fmod_me and Audio.me_playing?
@fmod_bgm.channel.paused=true
end
end
#--------------------------------------------------------------------------
# * Stop and Dispose of BGM
#--------------------------------------------------------------------------
def self.bgm_stop
self.stop(@fmod_bgm)
@fmod_bgm = nil
end
#--------------------------------------------------------------------------
# * Return BGM Length in Milliseconds
#--------------------------------------------------------------------------
def self.bgm_length(sound_file)
self.get_length(@fmod_bgm)
end
#--------------------------------------------------------------------------
# * Check if a BGM is Playing
#--------------------------------------------------------------------------
def self.bgm_playing?
return self.playing?(@fmod_bgm)
end
#--------------------------------------------------------------------------
# * Get Current BGM Playing Position
#--------------------------------------------------------------------------
def self.bgm_position
return self.get_position(@fmod_bgm)
end
#--------------------------------------------------------------------------
# * Seek to New BGM Playing Position
#--------------------------------------------------------------------------
def self.bgm_position=(new_pos)
self.set_position(@fmod_bgm, new_pos)
end
#--------------------------------------------------------------------------
# * Get Current BGM Volume
#--------------------------------------------------------------------------
def self.bgm_volume
return self.get_volume(@fmod_bgm)
end
#--------------------------------------------------------------------------
# * Set BGM Volume
#--------------------------------------------------------------------------
def self.bgm_volume=(volume)
self.set_volume(@fmod_bgm, volume)
end
#--------------------------------------------------------------------------
# * Set Loop Points
# first : Loop start point in milliseconds
# second : Loop end point in milliseconds
# unit : FMOD_TIMEUNIT for points
#--------------------------------------------------------------------------
def self.bgm_set_loop_points(first, second, unit = FModEx::FMOD_DEFAULT_UNIT)
@fmod_bgm = self.set_loop_points(@fmod_bgm, first, second, unit)
end
#--------------------------------------------------------------------------
# * Set BGM fade
#--------------------------------------------------------------------------
def self.bgm_fade(time)
return unless @fmod_bgm and Audio.bgm_playing? and !@fading_bgm
@fading_bgm=true
Thread.new do
vol=Audio.bgm_volume
cnt=(time/1000.0/SLP_TIME).to_i
cnt.times do |i|
Audio.bgm_volume=(vol-(vol*i/cnt))
sleep SLP_TIME
end
Audio.bgm_stop
@fading_bgm=false
end
end
#--------------------------------------------------------------------------
# * Play BGS
# name : Name of the file
# volume : Channel volume
# pitch : Channel frequency
# position : Starting position in milliseconds
# looping : Does the BGS loop?
#--------------------------------------------------------------------------
def self.bgs_play(name, volume=100, pitch=100, position = 0, looping = true)
return if self.already_playing?(@fmod_bgs, name, position)
# Now play the new BGS as a stream
@fmod_bgs = self.play(name, volume, pitch, position, looping, true)
end
#--------------------------------------------------------------------------
# * Stop and Dispose of BGS
#--------------------------------------------------------------------------
def self.bgs_stop
self.stop(@fmod_bgs)
@fmod_bgs = nil
end
#--------------------------------------------------------------------------
# * Return BGS Length in Milliseconds
#--------------------------------------------------------------------------
def self.bgm_length(sound_file)
self.get_length(@fmod_bgs)
end
#--------------------------------------------------------------------------
# * Check if a BGS is Playing
#--------------------------------------------------------------------------
def self.bgs_playing?
return self.playing?(@fmod_bgs)
end
#--------------------------------------------------------------------------
# * Get Current BGS Playing Position
#--------------------------------------------------------------------------
def self.bgs_position
return self.get_position(@fmod_bgs)
end
#--------------------------------------------------------------------------
# * Seek to New BGS Playing Position
#--------------------------------------------------------------------------
def self.bgs_position=(new_pos)
self.set_position(@fmod_bgs, new_pos)
end
#--------------------------------------------------------------------------
# * Get Current BGS Volume
#--------------------------------------------------------------------------
def self.bgs_volume
return self.get_volume(@fmod_bgs)
end
#--------------------------------------------------------------------------
# * Set BGS Volume
#--------------------------------------------------------------------------
def self.bgs_volume=(volume)
self.set_volume(@fmod_bgs, volume)
end
#--------------------------------------------------------------------------
# * Set Loop Points
# first : Loop start point in milliseconds
# second : Loop end point in milliseconds
# unit : FMOD_TIMEUNIT for points
#--------------------------------------------------------------------------
def self.bgs_set_loop_points(first, second, unit = FModEx::FMOD_DEFAULT_UNIT)
@fmod_bgs = self.set_loop_points(@fmod_bgs, first, second, unit)
end
#--------------------------------------------------------------------------
# * Set BGS fade
#--------------------------------------------------------------------------
def self.bgs_fade(time)
return unless @fmod_bgs and Audio.bgs_playing? and !@fading_bgs
@fading_bgs=true
Thread.new do
vol=Audio.bgs_volume
cnt=(time/1000.0/SLP_TIME).to_i
cnt.times do |i|
Audio.bgs_volume=(vol-(vol*i/cnt))
sleep SLP_TIME
end
Audio.me_stop
@fading_bgs=false
end
end
#--------------------------------------------------------------------------
# * Play SE
# name : Name of the file
# volume : Channel volume
# pitch : Channel frequency
#--------------------------------------------------------------------------
def self.se_play(name, volume=100, pitch=100)
if @fmod_se.size > @fmod.maxChannels
#msgbox_p 0
se = @fmod_se.shift
#msgbox_p se
self.stop(se) if self.playing?(se)
end
# Load SE into memory and play it
@fmod_se << self.play(name, volume, pitch, 0, false, false)
end
#--------------------------------------------------------------------------
# * Stop and Dispose of all SEs
#--------------------------------------------------------------------------
def self.se_stop
for se in @fmod_se
self.stop(se) if self.playing?(se)
end
@fmod_se.clear
end
#--------------------------------------------------------------------------
# * Get Rid of Non-Playing SEs
#--------------------------------------------------------------------------
def self.se_clean
$FMOD_CLEANING=true
for se in @fmod_se
unless self.playing?(se)
self.stop(se)
@fmod_se.delete(se)
end
end
$FMOD_CLEANING=false
end
#--------------------------------------------------------------------------
# * Check if There's Some SE in SE Array
#--------------------------------------------------------------------------
def self.se_list_empty?
return @fmod_se.empty?
end
#--------------------------------------------------------------------------
# * Dispose of Everything
#--------------------------------------------------------------------------
def self.dispose
self.bgm_stop
self.bgs_stop
self.se_stop
@fmod.dispose
end
end
end
module FMod
include Audio
end
The loop script (place it below FMod):
Code:
#=======================================================================
# ■ Loop data of music
#
# Contains the data indicating the start and the end of a
# loop for the indicated music.
# Compatible with all versions of RMXP and PSP
# Requires FModEx and fmodex.dll file to the project root
#=======================================================================
# ■ HOW TO USE ?
# Modify LOOP_TABLE by adding an entry of the following form :
# [ "Audio/xxx/File_name", debut, fin ]
# - The chain is simply the path of the file
# (Without the extension!)
# - debut : Point de début de la boucle, en millisecondes
# - fin : Point de fin de la boucle, en millisecondes
#
# When you read an in-game music, this script will automatically
# search corresponding data loop.
#-----------------------------------------------------------------------
# ■ NOTES
# - It is not necessary to add a file to the table if
# the file haven't loop, or if the loop covers the entire file.
# - Add in preferably BGMs or BGSs
# - Use Audacity (or others) and your ears for get the
# start and end values.
# - Important : Avoid accents in files name.
#=======================================================================
module Audio
LOOP_TABLE = [
# [ "Audio/xxx/File_name", debut, fin ]
# Add here
# Note: Think add a comma after each "]"
# (Except for the last line and the "]" below).
]
# Do not change the next lines only if you know what you are doing
def self.find_in_loop_table(file)
for i in 0...LOOP_TABLE.size
if LOOP_TABLE[i][0] == file
return i
end
end
return nil
end
def self.bgm_play(name, volume=100, pitch=100, position = 0, looping = true)
return if self.already_playing?(@fmod_bgm, name, position)
@fmod_bgm = self.play(name, volume, pitch, position, looping, true)
if @fmod_me and Audio.me_playing?
@fmod_bgm.channel.paused=true
end
i = self.find_in_loop_table(name)
unless i == nil
#print("Found | #{LOOP_TABLE[i][1].to_s} -> #{LOOP_TABLE[i][2].to_s}")
self.bgm_set_loop_points(LOOP_TABLE[i][1], LOOP_TABLE[i][2])
end
end
def self.bgs_play(name, volume=100, pitch=100, position = 0, looping = true)
return if self.already_playing?(@fmod_bgs, name, position)
@fmod_bgs = self.play(name, volume, pitch, position, looping, true)
i = self.find_in_loop_table(name)
unless i == nil
self.bgs_set_loop_points(LOOP_TABLE[i][1], LOOP_TABLE[i][2])
end
end
end
I hope we can do something with this, so Essential can finally have looped musics!
Thanks for the help!
Last edited: