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Issue with FMod

KillerMapper

Helix Follower
  • 184
    Posts
    10
    Years
    Hello,

    I'l back with another question, about FMod. When I insert the script in my project, everything is fine except one thing.
    All sounds (BGM, SE...) are played correctly (in maps, during battles...) except my gym leader battle using the VS Bar animation where the BGM for the battle is bugged. I can't find why, because sometimes it plays correctly, sometimes it plays a bit then immediately stops, and sometime it just don't play anything.
    I tried to modify the pbBGMPlay defs, by changing Audio.bgm_play() to FMod.bgm_play(), no changes (other BGMs keep playing correctly, same for other sounds).
    My music works with external media players, with the RMXP player and when used in classic trainer battles. If I delete FMod, the music is ok.
    I tried with MIDI, OGG and MP3. Still not working.
    I was thinking about a conflict between FMod and the VS Bar script, but VS Bar just plays a few SE, and never modify the BGM. I just can't see why this isn't working.

    Any people using FMod got this problem ? I found a topic here about this but nobody answered.

    Maybe I just made an error in the FMod installation. I just pasted the script in a new Script above Main. Is there anything more to do ?

    FYI, I got the FMod script here : hbgames.org/forums/viewtopic.php?t=55486
    I just added Fmod script, not the 2 others (I got an error with one of those).
    Someone got the same issue here : pokecommunity.com/showthread.php?t=308238&highlight=fmod
    but no solutions.

    I want to use FMod for the looping points, but in force case I'll have to delete is, and have weird looping themes...

    Thanks a lot.
     
    Have you set a loop? Is the stopping happening at the loop point? I read that if you don't use the other 2 scripts you must edit accordingly and call scripts yourself... Are you?
     
    I didn't set a loop at this place. But it's the same if I set a looping point.

    I tried a looped BGM with an event, it's working fine.
     
    I updated to Essentials v14, still the same problem. I can only fix this by deleting FMod scripts. So I'll have to continue without it. The VS Bar script isn't causing this since normal battles can have the same problem.

    Nobody used FMod here ?
     
    I'm using FMod, but not in an Essentials project...and with my own classes and functions. If the thing plays properly pretty much everywhere except during the battle, it could be that the memorizing of the current BGM before the battle is the thing messing it up. I don't really know what could be causing your problem, but from what you told us, that's the only conclusion I can draw.

    Since changing maps just replaces the old BGM with the new, that doesn't cause problems. But the battle sys has to return the previous BGM after it is done processing the scene. Which means it has to store information about the previous part. Maybe the methods Essentials has for this aren't compatible with the FMod system. Maybe you need to work around that. Maybe there are some Essentials functions clashing with the FMod system. I don't know. But that would probably be the best place to start looking.

    PS: yeah the VS bar script doesn't manipulate sound in any way, other than playing SEs. Which don't behave the same way as BGMs. So that is not the issue.
     
    I'm looking in the battle script, trying to find something... I'm searching where the game save the BGM before the battle.

    pbTrainerBattle function doesn't do it, but it uses pbBattleAnimation, which seems like to save the BGM :

    Spoiler:


    The bold part is probably the code saving the BGM. I checked getPlayingBGM and it returns the BGM as a RPG::AudioFile object. FMod should handle this, no ?

    Spoiler:


    But I'm not sure that it's the problem, because the battle BGM starts playing, then stops quickly (during the battle animation, where the screen makes grey flashes). I think it's more related to the $game_system.bgm_pause (this should just pause the map BGM) or the "if bgm | pbBGMPlay(bgm)" (Maybe the BGM isn't detected, dunno).

    I tried FMod with a clean copy of Essentials v14, and made some battles in the example maps. Only Brock had is BGM, all other trainer (classic, double, rival, Elite 4) had the same problem. In my game, a simple bug catcher has his BGM working too. Really strange.
     
    I'm getting my topic back since I'm still running into that problem.

    Since I can't find a way to fix my BGM not playing, I'm considering deleting FMod for now and stick to the default Audio script... Which means unlooped BGM (well it loops, but not in a good way since most of BGM has an intro part).

    I wonder how you people here manage the music... Do you let it loop even if it's not looping correctly ? Or do you delete the intro parts ? Any alternatives to FMod ?

    I'm not really experienced with audio management in RPG Maker. Maybe there is some things to know, some tips !
     
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