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> FMOD EX Audio Script Help.
itsmeyouidiot
post May 24 2011, 07:05 PM
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I'm using an FMOD Ex Audio Script to create a loop point for battle music, but I need to know how to call the script each time a specific battle music is played.

I'm quite new to ruby scripting and programming in general, so I'd appreciate it if anybody can help me out here!
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itsmeyouidiot
post May 25 2011, 10:12 AM
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QUOTE (itsmeyouidiot @ May 24 2011, 11:05 PM) *
I'm using an FMOD Ex Audio Script to create a loop point for battle music, but I need to know how to call the script each time a specific battle music is played.

I'm quite new to ruby scripting and programming in general, so I'd appreciate it if anybody can help me out here!


Okay, I've figured out that the code to set loop points is :
CODE
FMod.bgm_set_loop_points(first, second)
and the code to call the sound is:
CODE
def self.bgm_play(name, volume, pitch, position = 0, looping = true)


But I still don't know where or how to use either of them.

Can someone please look at the script and help me out here?
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itsmeyouidiot
post May 25 2011, 10:42 AM
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Nevermind.

This post has been edited by itsmeyouidiot: May 25 2011, 02:39 PM
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itsmeyouidiot
post May 25 2011, 02:38 PM
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Alright, I'm having trouble getting the script to play a different looped track with different loop points based on the type of the encounter. (Boss fight, normal battle, et cetera.)

Does anyone know how to do this?
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Legacy
post May 25 2011, 03:25 PM
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Please don't bump a topic before 32 hours, and quad-triple post... This is a forum, be patient.


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