• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Other Question] Music doesn't loop

  • 41
    Posts
    4
    Years
    • Seen Sep 19, 2023
    So i'm having major audio problems in the fact that the game refuses to loop anything I ask it to. Yeah it'll re-start the audio file entirely but it doesn't find any of my looping points.

    1. I've added the scripts for FmodX RGSS Linker and the Audio Module for RGS Linker (found here https://www.pokecommunity.com/threads/349496)

    2. I've found my looping start point and length. I have attempted with hh:mm:ss+miliseconds, hh:mm:ss+samples, and samples just to make sure but no go

    3. I've saved as ogg file and added my LOOPSTART and LOOPLENGTH metadata tags. I've attempted all 3 formats of numbers mentioned in the step above.

    However, any time i go to the game and use the sound test or test play the game and have the audio being played it refuses to loop ever. What am I doing wrong? Do i need to NOT use the audio file drop down from the map properties and instead have an auto event run on every section to play it and utilize FmodX? what about for wild pokemon or trainers? I'm at my wits end with this nonsense.
     
    So i'm having major audio problems in the fact that the game refuses to loop anything I ask it to. Yeah it'll re-start the audio file entirely but it doesn't find any of my looping points.

    1. I've added the scripts for FmodX RGSS Linker and the Audio Module for RGS Linker (found here https://www.pokecommunity.com/threads/349496)

    2. I've found my looping start point and length. I have attempted with hh:mm:ss+miliseconds, hh:mm:ss+samples, and samples just to make sure but no go

    3. I've saved as ogg file and added my LOOPSTART and LOOPLENGTH metadata tags. I've attempted all 3 formats of numbers mentioned in the step above.

    However, any time i go to the game and use the sound test or test play the game and have the audio being played it refuses to loop ever. What am I doing wrong? Do i need to NOT use the audio file drop down from the map properties and instead have an auto event run on every section to play it and utilize FmodX? what about for wild pokemon or trainers? I'm at my wits end with this nonsense.

    Have you watched Thundaga's tutorial video on this? You can find it here: https://youtu.be/lBipXeyH73Y

    You do not need to have any autorun events to get this to work.
     
    Back
    Top