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FMOD- RMXP 5 3.9 7

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#1 FMOD- RMXP
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mr_wiggles

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Found this browsing the web it is really cool and it offers more features when dealing with game Audio in RMXP.

this is decently something you should look into if you feel like the audio is lacking or just want some more features.

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About:
Spoiler:


1. Einleitung
Aside from MIDIs, WAVs, and MP3s, the script supports many new formats: Streaming OGG, AAC, WMA, IT, XM, MOD, S3M. Several layers of complexity with the highest being generally identical to the built-in Audio module and the lowest allowing direct access to FMOD's interface.
2. Introduction

A few years ago, Hiretsukan (Kevin Gadd) wrote an FMOD binding script for RGSS, which allowed RPG Maker XP to use the FMOD audio library for BGM playback, allowing access to many more file formats (including streamed OGG, AAC, WMA, IT, XM, MOD, etc.). It was a great script that could be easily extended. You could find his original script here. Still, the script was limited; it was focused on playing BGMs, and didn't support Music or Sound Effects, it also didn't support fading. Furthermore, some more features were needed such as remembering BGM position after battle and with the BGM/BGS memorize event command, and setting loop points for files other than MIDIs. With that in mind, I started modifying the script to add more and more features. The bulk of the script is still Hiretsukan's, but it's now much more accessible; I used it to rewrite the built-in Audio module. I also fully documented the script, fixed some bugs, and added position and loop point support.
3. Features

* Aside from MIDIs, WAVs, and MP3s, the script supports many new formats: Streaming OGG, AAC, WMA, IT, XM, MOD, S3M.
* Several layers of complexity with the highest being generally identical to the built-in Audio module and the lowest allowing direct access to FMOD's interface.
* Remembers position of BGM with BGM/BGS memorize event command and after battle instead of starting over.
* Ability to set loop points to any file type.
* Source code provided and well-documented, so you could easily extend it farther to harness the power of FMOD.

4. Compatibility

1.
# This script has different levels of compatibility depending on what
2.
# scripts you use:
3.
#
4.
# FModEx
5.
# This script overwrites the Audio module, but since
6.
# few if any other scripts would do that, it's pretty
7.
# much compatible with the majority of other scripts
8.
# without modifications.
9.
# Game_System
10.
# The following methods of Game_System are redefined:
11.
# bgm_play, bgm_restore, bgs_play, bgs_restore
12.
# Any other script that redefines these methods may
13.
# not work well with this one. Most scripts wouldn't
14.
# do that, except ones dealing with audio as well.
15.
# I've marked the areas in the script where I made
16.
# changes to help you resolve any conflicts
17.
# The following methods of Game_System are aliased:
18.
# bgm_memorize, bgs_memorize, update
19.
# Other scripts that redefine these methods should
20.
# be placed above the Game_System script.
21.
# Other Classes
22.
# The following methods of Scene_Battle are redefined:
23.
# judge, start_phase5, update_phase5
24.
# Any other script that redefines these methods may
25.
# not work well with this one. Custom battle system
26.
# scripts may do that, so you might consider not
27.
# including the Other Classes section and just
28.
# manually add position memorizing functionality.
29.
# I've marked the areas in the script where I made
30.
# changes to help you resolve any conflicts
31.
# The following methods of Game_Temp/Scene_Map are aliased:
32.
# Game_Temp#initialize, Scene_Map #call_battle
33.
# Other scripts that redefine these methods should
34.
# be placed above the Other Classes script.
35.
#
36.
# So in other words, FModEx is the most compatible, followed by
37.
# Game_System, and finally the last and optional Other Classes.
38.
# If you use a custom battle system you probably shouldn't include
39.
# Other Classes anyway. This isn't an SDK script and I never tested
40.
# it with the SDK. It'll probably work, but refer to SDK documentation
41.
# for more information.

5. Credits and Thanks

* Thanks to Hiretsukan (Kevin Gadd) for the original binding. If you'd like to credit it anyone, it's him!

_______________________________________________________________

1. Allgemein Allgemein
Sprache Sprache Braucht keine Sprache
Maker Maker RPG Maker XP, RPG Maker VX
SDK SDK Benötigt kein SDK
APD APD Benötigt kein APD
Mex Mex Kein Mex-Code
RDoc Documentation RDoc Documentation
2. Kompatibilität Kompatibilität
2.1. Used Classes Used Classes

* Channel
* DLL
* Game_System
* Game_Temp
* Scene_Battle
* Scene_Map
* Sound
* SoundFile
* System
* You
* behavior
* fmodex
* handles
* that
* to

2.2. Used Modules Used Modules

* Audio
* FMod
* FModEx
* for
* that
* to

2.3. Used Global Variables Used Global Variables

* $@
* $data_armors
* $data_items
* $data_weapons
* $game_party
* $game_system
* $game_system"
* $game_temp
* $game_troop

2.4. Aliasses Aliasses

* # The following methods of Game_System are aliased:
* # The following methods of Game_Temp/Scene_Map are aliased:
* alias :fmodex_old_system_bgm_memorize :bgm_memorize unless $@
* alias :fmodex_old_system_bgs_memorize :bgs_memorize unless $@
* alias :fmodex_old_temp_initialize :initialize unless $@
* alias :fmodex_old_map_call_battle :call_battle unless $@

3. Statistiken Statistiken
Dateien Dateien 2
Classes Classes 9
Module Module 3
Methods Methods 97
Elapsed Elapsed 4.6s
Erstellt Erstellt 04.10.2008
Aktualisiert Aktualisiert 08.10.2009
Counter Counter

* 182 gelesen

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#2 Re: FMOD- RMXP
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BluE

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Jebus! I didn't even know you could do so much stuff!
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#3 Re: FMOD- RMXP
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mr_wiggles

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Yea this script is pretty cool, I'm using it cause i have a whole 8 bit play list that the player can listen to when they play, and you have options like Shuffle repeat, and you can even edit the list to skip songs that you don't like.
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#4 Re: FMOD- RMXP
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like Itunes but better?
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#5 Re: FMOD- RMXP
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mr_wiggles

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well i gues you can say that, you can't add to the list of music but you can bet that there will be 50 + 8 bit songs in the ogg format, (only takes up 1 mb per song)
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#6 Re: FMOD- RMXP
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MotionM

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You should make a radio like service. This one game I used to play alot, named Graal, it used the graphics from LOZ: A Link from the past, and it was an MMO. They used an actual radio with DJ's and the such. I haven't played in about 4-5 years so Idk if the servers I played on are still up.
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#7 Re: FMOD- RMXP
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mr_wiggles

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that would be cool, but i don't have the server power for it. also this wont be an online game, how ever there will be things like tv's and such but they will just be there and used when they are needed in the plot.
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METAL FRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.


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#8 Re: FMOD- RMXP
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Yeah, I was going to edit, but you replied back faster:
I mean it'd be nice to hear like the future podcasts and stuff. I figured (after I posted above) that it'd be more of an online thing.
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#9 Re: FMOD- RMXP
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mr_wiggles

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nah its no biggy, has any one tried out this fmod out?
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METAL FRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.


Metal building painters around northern Illinois and southern Wisconsin .
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#10 Re: FMOD- RMXP
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Theexorcist

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A nice script. Sorry, I accidentally hit the unlike vote... Smile
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#11 Re: FMOD- RMXP
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Its fine, :p

Welcome to the site.
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