This is a system I have been making. It does all the hard and tedious work for you. All you have to do is put your files within the music folder like so: Also, you should note how the directory is. It should go like this: (BEGIN) working_directory => music => Game Name => bgm (END)
The hardest part is making a persistent object called "bgm" which has a create event of this:
/* CREDIT: Torigara - Made File Detection System Zinx - Made Sound Creation System & Edited File Detection System
HOW TO WORK: bgm_init(file extension (string), music play type, preload (boolean));
WHAT EACH ARGUMENT MEANS: File Extension = That is the ending of a file. It is recommended to use either '.mp3' or '.mid' for the argument. Music Play Type = The type of music it plays. '0' = Normal Sound, '1' = Background Music, '2' = 3D Sound, '3' = Use Multimedia Player Preload = Whether the music should be preloaded or not. 'true' = Preload, 'false' = Don't Preload
NON-ARGUMENT VARIABLES YOU NEED: global.gameName = The name of the game. For example, I use "log_engine"
NON-ARGUMENT OBJECTS YOU NEED: bgm = This object is for the music. It is recommended to have the object be persistent. This will hold all the music variables.
HOW THE FOLDER SYSTEM WORKS: (BEGIN) working_directory => music => global.gameName => bgm (END)
HOW TO USE THE MUSIC: To use the music, do the following code: sound_play(bgm.songName); Simply replace 'songName' to the song's name in the folder.