3/18/2024 0 Comments Rpg maker vx ace music play onceBut otherwise, put the sample rate in Hz here to properly calculate loop points and "playFrom" settings. You usually won't need this. This is only useful if the file is not a normal OGG file and the sample rate is something other than the standard 44.1kHz. Ignored for variable mix playback, or when playing another instance of the same track (forceFromStart in the PlayBGM command can force it to start from this point anyway.) Default is 0. Starts playback at the sample number included. Use sample number as you would in LOOPLENGTH. If not included, the standard LOOPLENGTH will be used. Overrides the track's LOOPLENGTH metadata. Use sample number as you would in LOOPSTART. If not included, the standard LOOPSTART will be used. Overrides the track's LOOPSTART metadata. For example, if the "default" is 180 beats per minute, and you want to load a track with a tempo of 144 beats per minute, then the tempoRatio of the second track should be 180/144 (or 5/4). Ignored when not played as a variable mix. Accepts fractions and decimals. One track must be considered the "default" tempo, and all others must be defined as ratios of the default tempo over the other tracks'. Please note that the built-in AudioManager sometimes behaves oddly with pitch values other than 100, and it might prevent variable mix from working, or user-defined starting points from being used. Works the same as the default editor, but allows for more values. Default is 100. Works the same as the default editor, but allows for more values. Default is 0. Works the same as the default editor, but allows for more values. Default is 100. If you try to load another track with the same alias, the first will be unloaded and replaced by the second. No two loaded tracks can have the same alias. The default alias is the same as the name of the track. This also allows you to create multiple instances of a single track with different parameters. If you give a track an alias, you can refer to it by that alias in the future when playing back or clearing it. They are separated by spaces, but cannot contain any spaces within them (including before and after = signs). Valid parameters are: Loaded tracks are saved to the game's save file, and will be automatically re-loaded when the save file is loaded.Īll parameters are optional. Names cannot contain spaces, so you should_use_underscores OrCamelCase when naming tracks. "nameOfTrack" is the file name of the track in your audio\bgm folder. Loading takes a second or two, so make sure to load it before you need it. This command loads a BGM track into memory. LoadBGM nameOfTrack parameter=value parameter=value. MZ uses the same basic parameters, but streamlined into MZ's plugin features. The instructions below are for the MV version of this plugin. Play from a set point, change the loop parameters, cross-fade between tracks, load them ahead of time to cancel out the usual delay, and it includes an updated version of the Variable Mix plugin! Save to take effect.This plugin allows you a greater variety of control with your BGM tracks in RPG Maker MV. Little RGSS3 scripting proficiency to fully utilize this script Terms Of Use You shall keep this script's Script Info part's contents intact You shalln't claim that this script is written by anyone other than DoubleX or his aliases None of the above applies to DoubleX or his/her aliases Instructions Open the script editor and put this script into an open slot between Materials and Main. # Sets the global minimum pixel covered per move command as MIN_PIXEL_MOVE # It must return a natural number # If an object moves faster than MIN_PIXEL_MOVE per frame, that object's # original speed will be used instead # If MIN_PIXEL_MOVE_VAR_ID is a natural number, the value of variable with # id MIN_PIXEL_MOVE_VAR_ID will be used instead of using MIN_PIXEL_MOVE MIN_PIXEL_MOVE = 1 MIN_PIXEL_MOVE_VAR_ID = 0 # (v1.01a+)Sets the key to set the player's x and y positions as their # nearest integers as NEAREST_TILE_KEY # It must return a symbol and should return a keymap binding symbol # Using a custom keymap binding script might help setting NEAREST_TILE_KEY # If NEAREST_TILE_KEY_VAR_ID is a natural number, the value of variable with # id NEAREST_TILE_KEY_VAR_ID will be used instead of using NEAREST_TILE_KEY NEAREST_TILE_KEY = :X NEAREST_TILE_KEY_VAR_ID = 0 Games using this script None so far Prerequisites Abilities: 1.
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