If 0 if a sound is playing, but doesn't work if in-plugin don't need the out-plugin # Fade volume by += #drop in volume for a fade # Initiate the fading, calculates self.winamp_bgm_fade_init(frames) If volume > 255.0 then volume = 255.0 = #end def Volume = 255 #convert volume from rmxp to winamp If != dll = WinAmp_Plugin_System.new(dll) #new winamp with new dll Return Create winamp system, play music file with winamp, set volumeĭef self.winamp_bgm_play(file_name, volume = 100.0, dll = nil) Module = nil #stores audio = nil #stores volume = nil #stores music played by = nil #stores if bgm is currently fading or = nil # stores current dll used by = nil #stores how much the volume decrease per frame while fading NES_DLL = 'in_yansf.dll' # 'in_NotSoFatso' #Īttr_accessor :file_extension #stores the extension of fileĪttr_accessor :file_name #stores the real file nameĪttr_accessor :file_dll #store dll required to play it WIN_DLL = 'WinAmp.dll' #winamp dll, default = 'winamp.dll'īGM_EXT = #normal extension OUT_DLL = 'out_wave.dll' #output dll, default = 'out_wave.dll' ![]() # Credits for Winamp class and Winamp.dll to Andreas21 (C) 2004īGM_DIRECTORY = 'Audio/BGM/' # directory of BGMs # If you want loop music files you need to edit dlls in winamp and copy the configure files to the DLL folder # The music files won't play in Sound Test, only in the real game # Just use an event to play the music like any regular BGM minipsf don't forget to include the psflib !! # Copy your music files to the BGM folder ( you can't import them via RPG VX/Ace) # If you use in_bass.dll you need to have bass.dll in your game folder. # Make sure Winamp.dll, out_wave.dll and the music dlls are in a folder called 'DLL' in your game folder # Script won't give error unless there is a music file requiring dll and dll is not there # Script works with multiple format/dlls and doesn't require a 'call script' ( just make it play like any BGM ) # Script allows you to play unusual formats (. # Great improvement of Andreas21 'WimAmp plugins', by Guillaume777 ( 2005 ) # -Improved code, now script is really fast # -New support for in_bass dll ! You can now play those formats : # The Ability to play USF, MINIUSF, and all In_Cube Files # Please report any bugs you may encounter to and I'll try to # either Mooshykris or Guillaume777 years ago. ![]() # I mostly rewrote the code that's indented. # - Script compatible with RPG Maker VX Ace Muzyki nie będzie działać z poziomu edytora. Muzykę w danym formacie można usłyszeć podczas gry/gry testowej. Odnaleźć na liście Main, i nad nim wstawić nowy moduł - wpisać nazwe: musicext, Uruchomienie w programie edytora skryptów (F11). Skypt pozwala na odtwarzenie muzyki w następujących formatach: Za pomocą tego skryptu, można spokojnie użyć melodyjek zapisanych w takich formatach jak: spc, nsf, xm, mod, czy w dowolnym formacie (odrobina modyfikacji skryptu + odpowiednia biblioteka DLL dla WinAmpa). Podstawowe formaty dla programu to: mp3, mid, ogg, wma, wave (jakby ktoś nie wiedział). the loop sounds great.Skrypt odpowiada za dodatkowe formaty muzyczne.Įxtended music jak sama nazwa wskazuje odpowiada za dodatkowe formaty muzyczne, które można użyć w programie RPGVXAce. I have tried following the tutorial for Adaucity but there always seems to be a bit of a "skip" or blip noise. however I don't want to have audio files that are redicilously huge as you can imagine. Now I could just use finale and add a repeat to repeat like 50 times giving it a beautiful sounding "loop" making the song like an hour. atleast try and get it to loop however I can never get it to work and when I put it into RPG Maker VX Ace, there is always a very small short cut. All my music I write is done using a program called finale and when I export it, I use adaucity to. I am currently in the process of making a project and I am planning on writting all the music(not uploading any) for my project (and creating my own sounds). WOW! ha ha But in all seriousness I am in need of some help.
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