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Getting these two scripts to work together

Ok. I have two scripts I want to use in my game. Guillaume777's audio extension script, and another script that plays the map BGM in battle. The map BGM in battle script works when the other one isn't there, but when it is, it just starts the music over again when I go from the map to a battle. Here are the two scripts:

Map BGM in battle:
Code:
class Game_System
  alias sandgolem_nobattlebgm_system_bgm bgm_play
  def bgm_play(bgm)
    if !$sg_keep_music
      sandgolem_nobattlebgm_system_bgm(bgm)
    end
  end
  
  alias sandgolem_nobattlebgm_system_bgmstop bgm_stop
  def bgm_stop
    if $sg_keep_music
      sandgolem_nobattlebgm_system_bgmstop
    end
  end
end

class Scene_Map
  alias sandgolem_nobattlebgm_map_callbattle call_battle
  def call_battle
    if !$game_switches[1]
      $sg_keep_music = true
    end
    sandgolem_nobattlebgm_map_callbattle
    $sg_keep_music = nil
  end
end

Audio extensions:
Code:
#==============================================================================
# Audio formats extension script
#------------------------------------------------------------------------------
# Guillaume777
# 3.1
# 2006/04/28
#==============================================================================
# Version 3.0 :
# -New support for in_bass dll ! You can now play those formats :
# '.XM', '.IT', '.S3M', '.MOD', '.MTM', '.UMX', '.MO3'
# -New support for fading !
# -Improved code, now script is really fast
#
#
# Great improvement of Andreas21 'WimAmp plugins', by Guillaume777 ( 2005 )
# Script allows you to play unusual formats ( .psf, .gym, .spc, it, mod, etc. ) if there is a winamp dll for it
# Script works with multiple format/dlls and doesn't require a 'call script' ( just make it play like any BGM )
# Script won't give error unless there is a music file requiring dll and dll is not there

# Instructions
#
# Make sure Winamp.dll, out_wave.dll and the music dlls are in a folder called 'DLL' in your game folder
# If you use in_bass.dll you need to have bass.dll in your game folder.
# Copy your music files to the BGM folder ( you can't import them via RPG XP )
# If you use .minipsf don't forget to include the psflib !!
# Just use an event to play the music like any regular BGM
# The music files won't play in Sound Test, only in the real game
# If you want loop music files you need to edit dlls in winamp and copy the configure files to the DLL folder
#
#
#
#
#
#
# Credits for Winamp class and Winamp.dll to Andreas21 (C) 2004

module G7_AFES_MOD
BGM_DIRECTORY = 'Audio/BGM/' # directory of BGMs
DLL_DIRECTORY = 'DLL/' #directory of dll

OUT_DLL = 'out_wave.dll' #output dll, default = 'out_wave.dll'
WIN_DLL = 'WinAmp.dll' #winamp dll, default = 'winamp.dll'

BGM_EXT = ['.mp3', '.mid', '.ogg', '.wma', '.wave'] #normal extension
PSF_EXT = ['.psf', '.minipsf', '.psf2', '.minipsf2']
SNES_EXT = ['.spc']
GEN_EXT = ['.gym', '.cym']
MOD_EXT = ['.XM', '.IT', '.S3M', '.MOD', '.MTM', '.UMX', '.MO3']


PSF_DLL = 'in_psf.dll'
SNES_DLL= 'in_snes.dll'
GEN_DLL = 'in_ym.dll'
MOD_DLL = 'in_bass.dll'

end

module RPG
class AudioFile
attr_accessor :file_extension #stores the extension of file
attr_accessor :file_name #stores the real file name
attr_accessor :file_dll #store dll required to play it
end
end

module Audio
@winamp = nil #stores audio player
@winamp_volume = nil #stores volume value
@winamp_playing_bgm = nil #stores music played by winamp
@winamp_bgm_fading = nil #stores if bgm is currently fading or not
@winamp_current_dll = nil # stores current dll used by winamp
@fade_dec = nil #stores how much the volume decrease per frame while fading

def Audio.winamp_bgm_fading
return @winamp_bgm_fading
end

#==============================================================================
# Create winamp system, play music file with winamp, set volume
#==============================================================================
def self.winamp_bgm_play(file_name, volume = 100.0, dll = nil)
if @winamp_current_dll != dll then
@winamp_current_dll = dll
@winamp = WinAmp_Plugin_System.new(dll) #new winamp with new dll
end
volume = 255 #convert volume from rmxp to winamp
if volume > 255.0 then volume = 255.0 end
@winamp_playing_bgm = file_name
@winamp.play(file_name)
@winamp_volume = volume
@winamp.setvolume(volume)
end #end def


#==============================================================================
# Initiate the fading, calculates @fade_dec
#==============================================================================
def self.winamp_bgm_fade_init(frames)
if @winamp_playing_bgm != nil then
@fade_dec = @winamp_volume / frames
@winamp_bgm_fading = true
self.winamp_bgm_fade
end
end

#==============================================================================
# Fade volume by @fade_dec
#==============================================================================
def self.winamp_bgm_fade
@winamp_volume += -@fade_dec
@winamp.setvolume(@winamp_volume) #drop in volume for a fade
if @winamp_volume <= 0
self.winamp_bgm_stop
end
end

#==============================================================================
# Stops playing music
#==============================================================================
def self.winamp_bgm_stop
if @winamp_playing_bgm != nil then
@winamp.setvolume(255)
@winamp.stop #stop winamp
end
@winamp_bgm_fading = false
@fade_dec = false
@winamp_volume = nil
@winamp_playing_bgm = nil
end

#==============================================================================
# Uses Win32API and WinAmp.dll to add winamp functions
#==============================================================================
class WinAmp_Plugin_System #This part was done by Andreas21
def initialize(in_dll)
# DLL Pfaht festlegen
dll_directory = G7_AFES_MOD::DLL_DIRECTORY
in_dll = dll_directory + in_dll
out_dll = dll_directory + G7_AFES_MOD::OUT_DLL
winamp_dll = dll_directory + G7_AFES_MOD::WIN_DLL
# 2 API Funktionen die gebraucht werden für das Fenster Handel
@ReadIni = Win32API.new 'kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l'
@FindWindow = Win32API.new 'user32', 'FindWindowA', %w(p p), 'l'
# Benötigte DLL Funktionen Laden
@Init_Winamp = Win32API.new winamp_dll, 'Init_Winamp', %w(p p l), 'l'
@Quit_Winamp = Win32API.new winamp_dll, 'Quit_Winamp', '', ''
@Winamp_Play = Win32API.new winamp_dll, 'Winamp_Play', 'p', 'l'
@Winamp_Pause = Win32API.new winamp_dll, 'Winamp_Pause', '', ''
@Winamp_Stop = Win32API.new winamp_dll, 'Winamp_Stop', '', 'l'
@Winamp_OnlyExtensions = Win32API.new winamp_dll, 'Winamp_OnlyExtensions', '', 'p'
@Winamp_OutName = Win32API.new winamp_dll, 'Winamp_OutName', '', 'p'
@Winamp_OutConfig = Win32API.new winamp_dll, 'Winamp_OutConfig', 'l', ''
@Winamp_OutAbout = Win32API.new winamp_dll, 'Winamp_OutAbout', 'l', ''
@Winamp_IsPlaying = Win32API.new winamp_dll, 'Winamp_IsPlaying', '', 'l'
@Winamp_InName = Win32API.new winamp_dll, 'Winamp_InName', '', 'p'
@Winamp_Extensions = Win32API.new winamp_dll, 'Winamp_Extensions', '', 'p'
@Winamp_InConfig = Win32API.new winamp_dll, 'Winamp_InConfig', 'l', ''
@Winamp_InAbout = Win32API.new winamp_dll, 'Winamp_InAbout', 'l', ''
@Winamp_GetFileInfo = Win32API.new winamp_dll, 'Winamp_GetFileInfo', %w(p l), 'p'
@Winamp_InfoBox = Win32API.new winamp_dll, 'Winamp_InfoBox', %w(p l), 'l'
@Winamp_GetLength = Win32API.new winamp_dll, 'Winamp_GetLength', '', 'l'
@Winamp_LengthStr = Win32API.new winamp_dll, 'Winamp_LengthStr', 'l', 'p'
@Winamp_GetOutputTime = Win32API.new winamp_dll, 'Winamp_GetOutputTime', '', 'l'
@Winamp_SetVolume = Win32API.new winamp_dll, 'Winamp_SetVolume', 'l', ''
@Winamp_SetPan = Win32API.new winamp_dll, 'Winamp_SetPan', 'l', ''
@Winamp_setoutputtime = Win32API.new winamp_dll, 'winamp_setoutputtime', 'l', ''
@Winamp_IsPaused = Win32API.new winamp_dll, 'Winamp_IsPaused', '', 'l'

# Winamp Plugin Systen Start
@Init_Winamp.call(in_dll, out_dll, handel)
end
# Play the file. Return 0 if no error happend.
def play(file)
return @Winamp_Play.call(file)
end
# First call pause the sound and the second call unpause it.
def pause
@Winamp_Pause.call()
end
# Stop playing.
def stop
return @Winamp_Stop.call()
end
# Quit WinAmp
def quit
@Quit_Winamp.call()
end
# Return all the supported mediafiles.
def onlyextensions
return @Winamp_OnlyExtensions.call()
end
# Out_DLL Infos
def outname
return @Winamp_OutName.call()
end
# Open the config-dialog of the out-plugin.
def outconfig
@Winamp_OutConfig.call(handel)
end
# Open the about-dialog of the out-plugin
def outabout
@Winamp_OutAbout.call(handel)
end
# Return <>0 if a sound is playing, but doesn't work if in-plugin don't need the out-plugin
def isplaying
return @Winamp_IsPlaying.call()
end
# Return the name of the in-plugin.
def inname
return @Winamp_InName.call()
end
# Return the extentions and the type name of all supported mediafiles
def extensions
return @Winamp_Extensions.call()
end
# Open the config-dialog of the in-plugin.
def inconfig
@Winamp_InConfig.call(handel)
end
# Open the about-dialog of the in-plugin.
def inabout
@Winamp_InAbout.call(handel)
end
# return the title of a file and the length in ms.
def getfileinfo(playfile,length_adr)
return @Winamp_GetFileInfo.call(playfile,length_adr)
end
# Open the file-info-dialog of the in-plugin. Not supported of all pluggins (=the will do nothing)
def infobox(playfile)
return @Winamp_InfoBox.call(playfile,handel)
end
# Returns the length of the playing file in ms.
def getlength
return @Winamp_GetLength.call()
end
# Convert the length to a string. Format: "h:mm:ss".
def lengthstr(length)
return @Winamp_LengthStr.call(length)
end
# Return the current playing position.
def getoutputtime
return @Winamp_GetOutputTime.call()
end
# Set the volume (0 to 255)
def setvolume(volume)
@Winamp_SetVolume.call(volume)
end
# Set the pan (left=-127 to 127=right)
def setpan(pan)
@Winamp_SetPan.call(pan)
end
# Set the playing position position. Not supported of all in-plugins. Can be very slow.
def setoutputtime(time)
@Winamp_setoutputtime.call(time)
end
# Return <>0 if paused.
def ispaused
return @Winamp_IsPaused.call()
end
def handel
game_name = 0.chr * 255
zeichen = @ReadIni.call('Game','Title','',game_name,255,'.\\Game.ini')
return @FindWindow.call('RGSS Player',game_name.slice!(0,zeichen))
end #end of init
end #end of class
end #end of module




#==============================================================================
# â–  Game_System
#------------------------------------------------------------------------------
# Changes added to the bgm_play, bgm_stop and bgm_fade functions.
#==============================================================================

class Game_System
#--------------------------------------------------------------------------
# ● Play BGM either normally or by using winamp plugin
#--------------------------------------------------------------------------
def bgm_play(bgm)
@playing_bgm = bgm
if bgm !=nil and bgm.name != ""
if bgm.file_extension == nil then #stores extension of file
bgm.file_extension = self.get_file_extension(bgm.name)
end
if bgm.file_name == nil then #stores path and name of file
bgm.file_name = G7_AFES_MOD::BGM_DIRECTORY + bgm.name + bgm.file_extension
end
end

if bgm != nil and bgm.name != ""
if bgm.file_extension == "" or G7_AFES_MOD::BGM_EXT.include?(bgm.file_extension) #normal music file
Audio.winamp_bgm_stop
Audio.bgm_play( bgm.file_name, bgm.volume, bgm.pitch)
else #if file required winamp plugin to play
Audio.winamp_bgm_stop
Audio.bgm_stop
if bgm.file_dll == nil then
bgm.file_dll = self.get_dll(bgm.file_extension) # get dll required to play file
end
Audio.winamp_bgm_play(bgm.file_name, bgm.volume, bgm.file_dll) #Play the new audio format
end
else #if playing nothing
Audio.winamp_bgm_stop
Audio.bgm_stop
end
Graphics.frame_reset
end

def bgm_fade(time)
@playing_bgm = nil
Audio.bgm_fade(time * 1000)
Audio.winamp_bgm_fade_init(time * 41.0) #line added
end


def bgm_stop
Audio.bgm_stop
Audio.winamp_bgm_stop #line added
end

#--------------------------------------------------------------------------
# ● Update the sound level if fading
#--------------------------------------------------------------------------
alias g7_afes_game_system_update update
def update
g7_afes_game_system_update #update normally
if Audio.winamp_bgm_fading
Audio.winamp_bgm_fade #lower volume for the frame
end
end

#--------------------------------------------------------------------------
# ● Returns correct extension of file
#--------------------------------------------------------------------------
def get_file_extension(bgm_name)
file_name= G7_AFES_MOD::BGM_DIRECTORY + bgm_name
extensions = G7_AFES_MOD::BGM_EXT + G7_AFES_MOD::PSF_EXT + G7_AFES_MOD::SNES_EXT + G7_AFES_MOD::GEN_EXT + G7_AFES_MOD::MOD_EXT
file_extension = "" #nil by default

for extension in extensions
if FileTest.exist?(file_name + extension) #if it found extension
file_extension = extension # remember extension
break
end
end
return file_extension
end

#--------------------------------------------------------------------------
# ● Returns dll required to play file with winamp system
#--------------------------------------------------------------------------
def get_dll(file_extension)
if G7_AFES_MOD::PSF_EXT.include?(file_extension)
dll = G7_AFES_MOD::PSF_DLL
elsif G7_AFES_MOD::MOD_EXT.include?(file_extension)
dll = G7_AFES_MOD::MOD_DLL
elsif G7_AFES_MOD::SNES_EXT.include?(file_extension)
dll = G7_AFES_MOD::SNES_DLL
elsif G7_AFES_MOD::GEN_EXT.include?(file_extension)
dll = G7_AFES_MOD::GEN_DLL
else
dll = nil
end

return dll
end
end #end class
Thanks in advance!
 
Try putting my script under the Audio extension. The audio one rewrites commands mine puts itself into.

If that doesn't do the trick, mine is just a quick edit to the default scripts that I'll tell you how to do. :)
 
For me, it works. However, as I know, so-called Audio Extension scripts(using any sound libraries, like FMOD, or winamp plugins...) have issues with ME playing.(no, ME plays well, but the bgm won't automatically stop)
 
Alright, here's your edit then :)

Open up Scene_Map, hit CTRL-F and put this in:
Code:
$game_system.bgm_stop

The area should look like this:
Code:
    $game_system.bgm_stop
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)

Switch it into:
Code:
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
if $game_switches[1]
    $game_system.bgm_stop
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
end

Then get rid of my script :)
 
It still restarts when I enter a battle. But sometimes (depending on the file) the music restarts when going from map to map as well (IF I have the same music auto selected from the map properties.). That's a problem i've always had but could easily get around by pre-selecting music before entering a chain of maps with the same music. Would the same thing be happening when going from the map to battle?
 

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