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[Resolved][XP] Map BGM not resetting after battle

MicKo

Member

Hi. So, I need a script (or a way to do this with events, maybe) so that the map BGM doesn't reset when a battle is over. I searched for hours and couldn't find anything...

I'm not asking for a script that does not reset the BGM when using the same one for battles, but for different ones !

Basically, here's an example :

I'm on the map, the music is at... 30sec
Then, a battle occurs, the BGM changes to the battle one.
Battle over, back on the map, the music is still at 30sec (or it continued muted while i'm fighting, I just don't want it to reset).

I'm sorry for my english and I hope it was clear enough.
 
Unless the audio module is rewritten..... Well, I think sandgolem wrote such script, but it's not available now(no, I don't have it either). cowlol wrote such script that uses FMOD, and poccil also wrote such using some other library file, and it was included in Pokemon Starter Kit(search for that. I forgot where I found it). Unfortunately, both are not compatible with some battle BGM handling scripts(like 'continuing map BGM to battle') without additional editing, and they can screw up MIDI looping, because none of them recognize MIDI controller 111 for loop start determination yet.
 

MicKo

Member

Atoa : Thanks, but I have an error at line 488 (Syntax error occured) "name = parent.keyname + '\' + name". I have no idea what it means ! (for info, I'm not using any other script that deals with BGM and I don't use .ogg)

Landarma : Yes I found the sandgolem and cowlol scripts, but can't download any of them. :/

EDIT : I thought about that, is there no way to edit a script that keeps the map music during battle so that the BGM continues, but is muted, and the battle music is played as a BGS/ME ? I found a script that played the battle BGM as ME, but didn't really work for my game.
 

MicKo

Member

Well, the problem is that if I want another script with the map bgm continuing in combat, it just doesn't work. But I think I'm gonna forget the "map bgm continuing in combat" script if there is no solution, cause having the start of a song playing again and again after a battle is really anoying.

By the way, here's what I found (just had to replace the basic Screen_Map by this, credits goes to tinh_mgv) :

Code:
#==============================================================================

# ** Scene_Map

#------------------------------------------------------------------------------

#  This class performs map screen processing.

#  Play Battle BGM as ME.

#  tinh_mgv from [url=http://www.makegameviet.com]http://www.makegameviet.com[/url]

#==============================================================================

 

class Scene_Map

  #--------------------------------------------------------------------------

  # * Main Processing

  #--------------------------------------------------------------------------

  def main

    # Make sprite set

    @spriteset = Spriteset_Map.new

    # Make message window

    @message_window = Window_Message.new

    # Transition run

    Graphics.transition

    # Main loop

    loop do

      # Update game screen

      Graphics.update

      # Update input information

      Input.update

      # Frame update

      update

      # Abort loop if screen is changed

      if $scene != self

        break

      end

    end

    # Prepare for transition

    Graphics.freeze

    # Dispose of sprite set

    @spriteset.dispose

    # Dispose of message window

    @message_window.dispose

    # If switching to title screen

    if $scene.is_a?(Scene_Title)

      # Fade out screen

      Graphics.transition

      Graphics.freeze

    end

  end

  #--------------------------------------------------------------------------

  # * Frame Update

  #--------------------------------------------------------------------------

  def update

    # Loop

    loop do

      # Update map, interpreter, and player order

      # (this update order is important for when conditions are fulfilled 

      # to run any event, and the player isn't provided the opportunity to

      # move in an instant)

      $game_map.update

      $game_system.map_interpreter.update

      $game_player.update

      # Update system (timer), screen

      $game_system.update

      $game_screen.update

      # Abort loop if player isn't place moving

      unless $game_temp.player_transferring

        break

      end

      # Run place move

      transfer_player

      # Abort loop if transition processing

      if $game_temp.transition_processing

        break

      end

    end

    # Update sprite set

    @spriteset.update

    # Update message window

    @message_window.update

    # If game over

    if $game_temp.gameover

      # Switch to game over screen

      $scene = Scene_Gameover.new

      return

    end

    # If returning to title screen

    if $game_temp.to_title

      # Change to title screen

      $scene = Scene_Title.new

      return

    end

    # If transition processing

    if $game_temp.transition_processing

      # Clear transition processing flag

      $game_temp.transition_processing = false

      # Execute transition

      if $game_temp.transition_name == ""

        Graphics.transition(20)

      else

        Graphics.transition(40, "Graphics/Transitions/" +

          $game_temp.transition_name)

      end

    end

    # If showing message window

    if $game_temp.message_window_showing

      return

    end

    # If encounter list isn't empty, and encounter count is 0

    if $game_player.encounter_count == 0 and $game_map.encounter_list != []

      # If event is running or encounter is not forbidden

      unless $game_system.map_interpreter.running? or

             $game_system.encounter_disabled

        # Confirm troop

        n = rand($game_map.encounter_list.size)

        troop_id = $game_map.encounter_list[n]

        # If troop is valid

        if $data_troops[troop_id] != nil

          # Set battle calling flag

          $game_temp.battle_calling = true

          $game_temp.battle_troop_id = troop_id

          $game_temp.battle_can_escape = true

          $game_temp.battle_can_lose = false

          $game_temp.battle_proc = nil

        end

      end

    end

    # If B button was pressed

    if Input.trigger?(Input::B)

      # If event is running, or menu is not forbidden

      unless $game_system.map_interpreter.running? or

             $game_system.menu_disabled

        # Set menu calling flag or beep flag

        $game_temp.menu_calling = true

        $game_temp.menu_beep = true

      end

    end

    # If debug mode is ON and F9 key was pressed

    if $DEBUG and Input.press?(Input::F9)

      # Set debug calling flag

      $game_temp.debug_calling = true

    end

    # If player is not moving

    unless $game_player.moving?

      # Run calling of each screen

      if $game_temp.battle_calling

        call_battle

      elsif $game_temp.shop_calling

        call_shop

      elsif $game_temp.name_calling

        call_name

      elsif $game_temp.menu_calling

        call_menu

      elsif $game_temp.save_calling

        call_save

      elsif $game_temp.debug_calling

        call_debug

      end

    end

  end

  #--------------------------------------------------------------------------

  # * Battle Call

  #--------------------------------------------------------------------------

  def call_battle

    # Clear battle calling flag

    $game_temp.battle_calling = false

    # Clear menu calling flag

    $game_temp.menu_calling = false

    $game_temp.menu_beep = false

    # Make encounter count

    $game_player.make_encounter_count

    # Memorize map BGM and stop BGM

    $game_temp.map_bgm = $game_system.playing_bgm

    #$game_system.bgm_stop # Don't stop BGM

    # Play battle start SE

    $game_system.se_play($data_system.battle_start_se)

    # Play Battle BGM as ME

    Audio.me_play("Audio/BGM/" + $game_system.battle_bgm.name, $game_system.battle_bgm.volume, $game_system.battle_bgm.pitch)

    # Straighten player position

    $game_player.straighten

    # Switch to battle screen

    $scene = Scene_Battle.new

  end

  #--------------------------------------------------------------------------

  # * Shop Call

  #--------------------------------------------------------------------------

  def call_shop

    # Clear shop call flag

    $game_temp.shop_calling = false

    # Straighten player position

    $game_player.straighten

    # Switch to shop screen

    $scene = Scene_Shop.new

  end

  #--------------------------------------------------------------------------

  # * Name Input Call

  #--------------------------------------------------------------------------

  def call_name

    # Clear name input call flag

    $game_temp.name_calling = false

    # Straighten player position

    $game_player.straighten

    # Switch to name input screen

    $scene = Scene_Name.new

  end

  #--------------------------------------------------------------------------

  # * Menu Call

  #--------------------------------------------------------------------------

  def call_menu

    # Clear menu call flag

    $game_temp.menu_calling = false

    # If menu beep flag is set

    if $game_temp.menu_beep

      # Play decision SE

      $game_system.se_play($data_system.decision_se)

      # Clear menu beep flag

      $game_temp.menu_beep = false

    end

    # Straighten player position

    $game_player.straighten

    # Switch to menu screen

    $scene = Scene_Menu.new

  end

  #--------------------------------------------------------------------------

  # * Save Call

  #--------------------------------------------------------------------------

  def call_save

    # Straighten player position

    $game_player.straighten

    # Switch to save screen

    $scene = Scene_Save.new

  end

  #--------------------------------------------------------------------------

  # * Debug Call

  #--------------------------------------------------------------------------

  def call_debug

    # Clear debug call flag

    $game_temp.debug_calling = false

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Straighten player position

    $game_player.straighten

    # Switch to debug screen

    $scene = Scene_Debug.new

  end

  #--------------------------------------------------------------------------

  # * Player Place Move

  #--------------------------------------------------------------------------

  def transfer_player

    # Clear player place move call flag

    $game_temp.player_transferring = false

    # If move destination is different than current map

    if $game_map.map_id != $game_temp.player_new_map_id

      # Set up a new map

      $game_map.setup($game_temp.player_new_map_id)

    end

    # Set up player position

    $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)

    # Set player direction

    case $game_temp.player_new_direction

    when 2  # down

      $game_player.turn_down

    when 4  # left

      $game_player.turn_left

    when 6  # right

      $game_player.turn_right

    when 8  # up

      $game_player.turn_up

    end

    # Straighten player position

    $game_player.straighten

    # Update map (run parallel process event)

    $game_map.update

    # Remake sprite set

    @spriteset.dispose

    @spriteset = Spriteset_Map.new

    # If processing transition

    if $game_temp.transition_processing

      # Clear transition processing flag

      $game_temp.transition_processing = false

      # Execute transition

      Graphics.transition(20)

    end

    # Run automatic change for BGM and BGS set on the map

    $game_map.autoplay

    # Frame reset

    Graphics.frame_reset

    # Update input information

    Input.update

  end

end

 
 

MicKo

Member

Atoa":bxvbyvaf said:
Did you download the audio module?
Yes, and I putted it the game folder (where the game.exe is).

Atoa":bxvbyvaf said:
And waas you using another script that deals with the music?
No, and I tried with a new project without any script, same error.

Atoa":bxvbyvaf said:
And when you get the error?
When I launch the game, before everything.

(And I did put the script between Scene_Debug and Main)
 
when i tried the audio.dll link i got this

"The file link that you requested is not valid."

this was after i clicked the link after the 10 secound wait.

if anyone know where to get this please let me know ....thanks
 

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