<Sound Test Script>, For listen music |
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Feb 18 2009, 04:28 PM
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Level 1

Group: Member
Posts: 10
Type: Scripter
RM Skill: Intermediate

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Sound Test ScriptVersion 1.4 by badnomis (me) Release Date: 19/03/2009 Exclusive Script at RPG RPG RevolutionIntroductionIt's my first script and I hope that you will like. If you have comments or suggestions, let me know. FeaturesVersion 1.4- The Sound List Data Base make automatically - Fix the saves bug Version 1.2- You can display all sounds (Without having to hear sounds) Version 1.1- The possibility to know if the actors has all sounds (with a conditions) Screenshots Script VXCODE #============================================================================== # [VX] < Sound Test > by badnomis #------------------------------------------------------------------------------ # ◦ by badnomis [badnomis@hotmail.com] # ◦ Released on: 19/03/2009 (D-M-Y) # ◦ Version: 1.4 #--------------------------------------------------------------------------- #+++ [FEATURES] ++++ # - Reintegrates bgm and bgs memorize function from RPGXP (not used for the vehicles) # + Audio.bgm_memorize (for memorize BGM) # + Audio.bgs_memorize (for memorize BGS) # + Audio.bgm_and_bgs_memorize (for memorize BGM and BGS) # + Audio.play_music_memorize (for play memorize music) # - Automatically adds the music in the database as soon as the music is played # - Compatible with a different size screen # - The possibility to know if the actors has all sounds (with a conditions) # - You can display all sounds (Without having to hear sounds) # - Automatically puts the music in the database (No Sound List Data Base in Script) #------------------------------------------------------------------------------ #### Instruction #### # Go to line 115 and change the path of your rgss directory! # For call Sound Test script, write in event, Event Commands, third page, # Script... (in Advanced) : # $scene = Scene_SoundTest.new # You can display all sounds, you need write this # $scene = Scene_SoundTest.new(true) # # For put a condition for know if you have all sounds or not, #have_all_sounds? # 1. Go on event # 2. Put a condition branch where you want it # 3. In condion, go to page 4 and check script box # 4. Write in box : # have_all_sounds? # 5. The first branch => if you have all sounds # The second branch => if you not have all sounds # # -The buttons in Sound Test- # + Space © : To choose music # + Shift (A) : To stop music # + ESC : To quit Sound Test #------------------------------------------------------------------------------ #==============================================================================< # If you want the music of the RGSS, write true. If not, write false #============================================================================== module SOUNDTESTOPT RGSS_MUSIC = true end #============================================================================== # ** Audio #------------------------------------------------------------------------------ # This module add audio functions and modifies existing functions. #------------------------------------------------------------------------------ # (-) = Modified Function # (+) = New Function #==============================================================================
module Audio #-------------------------------------------------------------------------- # * Memorize BGM (+) #-------------------------------------------------------------------------- def self.bgm_memorize @memorized_bgm = @playing_bgm end #-------------------------------------------------------------------------- # * Memorize BGS (+) #-------------------------------------------------------------------------- def self.bgs_memorize @memorized_bgs = @playing_bgs end #-------------------------------------------------------------------------- # * Memorize BGM and BGS (+) #-------------------------------------------------------------------------- def self.bgm_and_bgs_memorize self.bgm_memorize self.bgs_memorize end
#-------------------------------------------------------------------------- # * Play Memorize BGM (+) #-------------------------------------------------------------------------- def self.play_music_memorize Audio.bgm_play(@memorized_bgm.name, @memorized_bgm.volume, @memorized_bgm.pitch) if @memorized_bgm != nil Audio.bgs_play(@memorized_bgs.name, @memorized_bgs.volume, @memorized_bgs.pitch) if @memorized_bgs != nil end #-------------------------------------------------------------------------- # * Return Playing BGM (+) #-------------------------------------------------------------------------- def self.playing_bgm return @playing_bgm end
#-------------------------------------------------------------------------- # * Erase the extansion Audio Files (+) #-------------------------------------------------------------------------- def self.erase_extansion_file(sound) string = sound.gsub(/\.mp3/) {""} if sound.include?(".mp3") string = sound.gsub(/\.wav/) {""} if sound.include?(".wav") string = sound.gsub(/\.mid/) {""} if sound.include?(".mid") string = sound.gsub(/\.ogg/) {""} if sound.include?(".ogg") return string end #-------------------------------------------------------------------------- # * Explore Folder (+) By Krosk #-------------------------------------------------------------------------- def self.explore(folder = "Audio/BGM/") if not(FileTest.exist?(folder)) return ["Nil"] end rgssfolder = ENV['ProgramFiles'] + '\Common Files\Enterbrain\RGSS2\RPGVX\Audio\BGM\\' command = [] dir = [] if FileTest.exist?(rgssfolder) and SOUNDTESTOPT::RGSS_MUSIC d = Dir.open(rgssfolder) d = d.sort - [".", ".."] d.each {|file| command.push(file) dir.push(false)} end d = Dir.open(folder) d = d.sort - [".", ".."] d.each {|file| command.push(file) dir.push(false)} temp = [] for i in 0..command.length-1 if dir[i] command[i] += "/" temp.push(command[i]) end end dir.delete(true) for element in temp command.delete(element) end temp.reverse! for element in temp dir.unshift(true) command.unshift(element) end return [command, dir] end #-------------------------------------------------------------------------- # * Play Memorize BGM (-) #-------------------------------------------------------------------------- # Module to class class << self # Fix a Stack Level too deep problems if @Audio.nil? # Renames bgm and bgs functions alias bgm_play_alias bgm_play alias bgm_stop_alias bgm_stop alias bgm_fade_alias bgm_fade alias bgs_play_alias bgs_play alias bgs_stop_alias bgs_stop alias bgs_fade_alias bgs_fade @Audio = true end #-----------BGM----------- # Defines a new bgm_play def Audio.bgm_play(*arg) # Run the basic method bgm_play_alias(*arg) @playing_bgm = RPG::AudioFile.new(*arg) if not $scene.is_a?(Scene_SoundTest) name = @playing_bgm.name.gsub(/Audio\/BGM\//) {""} $game_party.played_bgm = {} if $game_party.played_bgm == nil $game_party.played_bgm[name] = true end end # Defines a new bgm_stop def Audio.bgm_stop # Run the basic method bgm_stop_alias @playing_bgm = nil end # Defines a new bgm_fade def Audio.bgm_fade(arg) # Run the basic method bgm_fade_alias(arg) @playing_bgm = nil end #-----------BGS----------- def Audio.bgs_play(*arg) # Run the basic method bgs_play_alias(*arg) @playing_bgs = RPG::AudioFile.new(*arg) end # Defines a new bgm_stop def Audio.bgs_stop # Run the basic method bgs_stop_alias @playing_bgs = nil end # Defines a new bgm_fade def Audio.bgs_fade(arg) # Run the basic method bgs_fade_alias(arg) @playing_bgs = nil end end end
#============================================================================== # ** Game_Party #============================================================================== class Game_Party attr_accessor :played_bgm alias initialize_game_party_alias initialize def initialize initialize_game_party_alias @played_bgm = {} end end
#============================================================================== # ** Game_Interpreter #============================================================================== class Game_Interpreter def have_all_sounds? list = Audio.explore @data = list[0] @item_max = @data.size pc_complete = 0 $game_party.played_bgm = {} if $game_party.played_bgm == nil for i in 0...@item_max sound = @data[i] stext = Audio.erase_extansion_file(sound) pc_complete += 1 if $game_party.played_bgm[stext] end return true if pc_complete == @item_max return false if pc_complete != @item_max return end end #============================================================================== # ** Window_SoundTest #------------------------------------------------------------------------------ # This window displays a list of sounds #==============================================================================
class Window_SoundTest < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # x : window x-coordinate # y : window y-coordinate # width : window width # height : window height #-------------------------------------------------------------------------- def initialize(x, y, width, height, allsongs) super(x, y, width, height) @column_max = 1 @width = width @allsongs = allsongs self.index = 0 refresh end #-------------------------------------------------------------------------- # * Get Sound #-------------------------------------------------------------------------- def sound return @data[self.index] end #-------------------------------------------------------------------------- # * Get % #-------------------------------------------------------------------------- def pcomplete(condition = false) pc_complete = 0 $game_party.played_bgm = {} if $game_party.played_bgm == nil for i in 0...@item_max sound = @data[i] stext = Audio.erase_extansion_file(sound) pc_complete += 1 if $game_party.played_bgm[stext] end text = pc_complete * 100 / @item_max if @item_max != 0 text = "Complete: " + text.to_s + "%" return text if condition == false return true if pc_complete == @item_max and condition == true return false if pc_complete != @item_max and condition == true end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh list = Audio.explore @data = list[0] @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # * Draw Sound # index : sound number #-------------------------------------------------------------------------- def draw_item(index) sound = @data[index] rect = item_rect(index) text = Audio.erase_extansion_file(sound) $game_party.played_bgm = {} if $game_party.played_bgm == nil if $game_party.played_bgm[text] or @allsongs self.contents.font.color = normal_color self.contents.draw_text(rect, text, 1) else self.contents.font.color = text_color(7) self.contents.draw_text(rect, "? ? ? ? ? ? ? ?", 1) end end end
#============================================================================== # ** Scene_SoundTest #------------------------------------------------------------------------------ # SoundTest Scene #==============================================================================
class Scene_SoundTest < Scene_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(allsongs = false) @allsongs = allsongs end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super Audio.bgm_and_bgs_memorize Audio.bgm_stop Audio.bgs_stop create_menu_background @help_window = Window_Base.new(Graphics.width/2, 0, Graphics.width/2, 24+32) @help_window.contents = Bitmap.new(Graphics.width/2-32, 24) set_text(@help_window, "- None -", 1) @complete_window = Window_Base.new(Graphics.width/2, Graphics.height - (24+32), Graphics.width/2, 24+32) @complete_window.contents = Bitmap.new(Graphics.width/2-32, 24) @complete_window.visible = false if @allsongs @pi = 3.14159265 @cd = Sprite.new @cd.bitmap = Cache.picture("CD") @cd.ox = @cd.bitmap.width/2 @cd.oy = @cd.bitmap.height/2 @cd.zoom_x = 0 @cd.y = Graphics.height/2 - @cd.bitmap.height/2 + 120 @zoom_cd = 0 @turn_cd = 0 @cd_play = false @sound_window = Window_SoundTest.new(0, 0, Graphics.width/2, Graphics.height, @allsongs) set_text(@complete_window, @sound_window.pcomplete, 1) end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @help_window.dispose @complete_window.dispose @cd.dispose @sound_window.dispose end #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene $scene = Scene_Map.new end #-------------------------------------------------------------------------- # * Set_text #-------------------------------------------------------------------------- def set_text(window, text, align = 0) window.contents.clear window.contents.draw_text(0,0, window.width - 32, 24, text, align) end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @help_window.update @complete_window.update @cd.update @zoom_cd += 1 if @cd_play == true @turn_cd += 14 @cd.zoom_x = 1 @cd.angle = @turn_cd else @cd.angle = 0 @turn_cd = 0 @cd.zoom_x = (1 * Math.sin(@zoom_cd/120.0*@pi)).abs @cd.x = (Graphics.width/1.33) - @cd.bitmap.width/2 * (Math.sin(@zoom_cd/@cd.bitmap.width/2*@pi).abs) end @sound_window.update # If input B if Input.trigger?(Input::B) Sound.play_cancel Audio.bgm_stop Audio.play_music_memorize return_scene end # If input A if Input.trigger?(Input::A) # Play SE (Decision) Sound.play_decision # Stop BGM Audio.bgm_stop @cd_play = false set_text(@help_window, "- None -", 1) end # If input C if Input.trigger?(Input::C) sound = @sound_window.sound # If not playing stext = Audio.erase_extansion_file(sound) if !$game_party.played_bgm[stext] and @allsongs == false # SE play (Buzzer) Sound.play_buzzer return end Graphics.update # Play SE (Decision) Sound.play_decision # Play BGM Audio.bgm_play("Audio/BGM/" + sound, 100, 100) @cd_play = true text = sprintf("%02d", @sound_window.index + 1) + ":" + stext set_text(@help_window, text, 1) return end end end
Script XPCODE #============================================================================== # [XP] < Sound Test > by badnomis #------------------------------------------------------------------------------ # ◦ by badnomis [badnomis@hotmail.com] # ◦ Released on: 17/02/2009 (D-M-Y) # ◦ Version: 1.4 #--------------------------------------------------------------------------- #+++ [FEATURES] ++++ # - Automatically adds the music in the database as soon as the music is played # - The possibility to know if the actors has all sounds (with a conditions) # - You can display all sounds (Without having to hear sounds) # - Automatically puts the music in the database (No Sound List Data Base in Script) #------------------------------------------------------------------------------ #### Instruction #### # For call Sound Test script, write in event, Event Commands, third page, # Script... (in Advanced) : # $scene = Scene_SoundTest.new # You can display all sounds, you need write this # $scene = Scene_SoundTest.new(true) # # For put a condition for know if you have all sounds or not, #have_all_sounds? # 1. Go on event # 2. Put a condition branch where you want it # 3. In condion, go to page 4 and check script box # 4. Write in box : # have_all_sounds? # 5. The first branch => if you have all sounds # The second branch => if you not have all sounds # # -The buttons in Sound Test- # + Space © : To choose music # + Shift (A) : To stop music # + ESC : To quit Sound Test #------------------------------------------------------------------------------ #==============================================================================< # If you want the music of the RGSS, write true. If not, write false #============================================================================== module SOUNDTESTOPT RGSS_MUSIC = true end #============================================================================== # ** Audio #------------------------------------------------------------------------------ # This module add audio functions and modifies existing functions. #------------------------------------------------------------------------------ # (-) = Modified Function # (+) = New Function #==============================================================================
module Audio #-------------------------------------------------------------------------- # * Memorize BGM (+) #-------------------------------------------------------------------------- def self.bgm_memorize @memorized_bgm = @playing_bgm end #-------------------------------------------------------------------------- # * Memorize BGS (+) #-------------------------------------------------------------------------- def self.bgs_memorize @memorized_bgs = @playing_bgs end #-------------------------------------------------------------------------- # * Memorize BGM and BGS (+) #-------------------------------------------------------------------------- def self.bgm_and_bgs_memorize self.bgm_memorize self.bgs_memorize end
#-------------------------------------------------------------------------- # * Play Memorize BGM (+) #-------------------------------------------------------------------------- def self.play_music_memorize Audio.bgm_play(@memorized_bgm.name, @memorized_bgm.volume, @memorized_bgm.pitch) if @memorized_bgm != nil Audio.bgs_play(@memorized_bgs.name, @memorized_bgs.volume, @memorized_bgs.pitch) if @memorized_bgs != nil end #-------------------------------------------------------------------------- # * Return Playing BGM (+) #-------------------------------------------------------------------------- def self.playing_bgm return @playing_bgm end
#-------------------------------------------------------------------------- # * Erase the extansion Audio Files (+) #-------------------------------------------------------------------------- def self.erase_extansion_file(sound) string = sound.gsub(/\.mp3/) {""} if sound.include?(".mp3") string = sound.gsub(/\.wav/) {""} if sound.include?(".wav") string = sound.gsub(/\.mid/) {""} if sound.include?(".mid") string = sound.gsub(/\.ogg/) {""} if sound.include?(".ogg") return string end #-------------------------------------------------------------------------- # * Explore Folder (+) By Krosk #-------------------------------------------------------------------------- def self.explore(folder = "Audio/BGM/") if not(FileTest.exist?(folder)) return ["Nil"] end rgssfolder = ENV['ProgramFiles'] + '\Common Files\Enterbrain\RGSS\Standard\Audio\BGM\\' command = [] dir = [] if FileTest.exist?(rgssfolder) and SOUNDTESTOPT::RGSS_MUSIC d = Dir.open(rgssfolder) d = d.sort - [".", ".."] d.each {|file| command.push(file) dir.push(false)} end d = Dir.open(folder) d = d.sort - [".", ".."] d.each {|file| command.push(file) dir.push(false)} temp = [] for i in 0..command.length-1 if dir[i] command[i] += "/" temp.push(command[i]) end end dir.delete(true) for element in temp command.delete(element) end temp.reverse! for element in temp dir.unshift(true) command.unshift(element) end return [command, dir] end #-------------------------------------------------------------------------- # * Play Memorize BGM (-) #-------------------------------------------------------------------------- # Module to class class << self # Fix a Stack Level too deep problems if @Audio.nil? # Renames bgm and bgs functions alias bgm_play_alias bgm_play alias bgm_stop_alias bgm_stop alias bgm_fade_alias bgm_fade alias bgs_play_alias bgs_play alias bgs_stop_alias bgs_stop alias bgs_fade_alias bgs_fade @Audio = true end #-----------BGM----------- # Defines a new bgm_play def Audio.bgm_play(*arg) # Run the basic method bgm_play_alias(*arg) @playing_bgm = RPG::AudioFile.new(*arg) if not $scene.is_a?(Scene_SoundTest) name = @playing_bgm.name.gsub(/Audio\/BGM\//) {""} if $game_party != nil $game_party.played_bgm = {} if $game_party.played_bgm == nil $game_party.played_bgm[name] = true end end end # Defines a new bgm_stop def Audio.bgm_stop # Run the basic method bgm_stop_alias @playing_bgm = nil end # Defines a new bgm_fade def Audio.bgm_fade(arg) # Run the basic method bgm_fade_alias(arg) @playing_bgm = nil end #-----------BGS----------- def Audio.bgs_play(*arg) # Run the basic method bgs_play_alias(*arg) @playing_bgs = RPG::AudioFile.new(*arg) end # Defines a new bgm_stop def Audio.bgs_stop # Run the basic method bgs_stop_alias @playing_bgs = nil end # Defines a new bgm_fade def Audio.bgs_fade(arg) # Run the basic method bgs_fade_alias(arg) @playing_bgs = nil end end end
#============================================================================== # ** Scene_Title #============================================================================== class Scene_Title alias command_new_game_alias command_new_game def command_new_game command_new_game_alias $game_party.played_bgm = {} if $game_party.played_bgm == nil $game_party.played_bgm[$data_system.title_bgm.name] = true end end
#============================================================================== # ** Game_Party #============================================================================== class Game_Party attr_accessor :played_bgm alias initialize_game_party_alias initialize def initialize initialize_game_party_alias @played_bgm = {} end end
#============================================================================== # ** Interpreter #============================================================================== class Interpreter def have_all_sounds? list = Audio.explore @data = list[0] @item_max = @data.size pc_complete = 0 $game_party.played_bgm = {} if $game_party.played_bgm == nil for i in 0...@item_max sound = @data[i] stext = Audio.erase_extansion_file(sound) pc_complete += 1 if $game_party.played_bgm[stext] end return true if pc_complete == @item_max return false if pc_complete != @item_max return end end #============================================================================== # ** Window_SoundTest #------------------------------------------------------------------------------ # This window displays a list of sounds #==============================================================================
class Window_SoundTest < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # x : window x-coordinate # y : window y-coordinate # width : window width # height : window height #-------------------------------------------------------------------------- def initialize(x, y, width, height, allsongs) super(x, y, width, height) @column_max = 1 @width = width @allsongs = allsongs self.index = 0 refresh end #-------------------------------------------------------------------------- # * Get Sound #-------------------------------------------------------------------------- def sound return @data[self.index] end #-------------------------------------------------------------------------- # * Get % #-------------------------------------------------------------------------- def pcomplete(condition = false) pc_complete = 0 $game_party.played_bgm = {} if $game_party.played_bgm == nil for i in 0...@item_max sound = @data[i] stext = Audio.erase_extansion_file(sound) pc_complete += 1 if $game_party.played_bgm[stext] end text = pc_complete * 100 / @item_max text = "Complete: " + text.to_s + "%" return text if condition == false return true if pc_complete == @item_max and condition == true return false if pc_complete != @item_max and condition == true end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh list = Audio.explore @data = list[0] @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- # * Draw Sound # index : sound number #-------------------------------------------------------------------------- def draw_item(index) sound = @data[index] x = index % @column_max * (288 + 32) y = index / @column_max * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) text = Audio.erase_extansion_file(sound) $game_party.played_bgm = {} if $game_party.played_bgm == nil if $game_party.played_bgm[text] or @allsongs self.contents.font.color = normal_color self.contents.draw_text(rect, text, 1) else self.contents.font.color = text_color(7) self.contents.draw_text(rect, "? ? ? ? ? ? ? ?", 1) end end end
#============================================================================== # ** Scene_SoundTest #------------------------------------------------------------------------------ # SoundTest Scene #==============================================================================
class Scene_SoundTest #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(allsongs = false) @allsongs = allsongs end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def main #super Audio.bgm_and_bgs_memorize Audio.bgm_stop Audio.bgs_stop @help_window = Window_Base.new(640/2, 0, 640/2, 24+32) @help_window.contents = Bitmap.new(640/2-32, 24) set_text(@help_window, "- None -", 1, true) @complete_window = Window_Base.new(640/2, 480 - (24+32), 640/2, 24+32) @complete_window.contents = Bitmap.new(640/2-32, 24) @complete_window.visible = false if @allsongs @pi = 3.14159265 @cd = Sprite.new @cd.bitmap = RPG::Cache.picture("CD") @cd.ox = @cd.bitmap.width/2 @cd.oy = @cd.bitmap.height/2 @cd.zoom_x = 0 @cd.y = 480/2 - @cd.bitmap.height/2 + 120 @zoom_cd = 0 @turn_cd = 0 @cd_play = false @sound_window = Window_SoundTest.new(0, 0, 640/2, 480, @allsongs) set_text(@complete_window, @sound_window.pcomplete, 1, true) # Run transition Graphics.transition # Main loop loop do # Update the game screen Graphics.update # Update input information Input.update # Update frame update # When screen is switched, interrupt loop if $scene != self break end end # Prepare Transition Graphics.freeze # Free the window @help_window.dispose @complete_window.dispose @cd.dispose @sound_window.dispose end #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene $scene = Scene_Map.new end #-------------------------------------------------------------------------- # * Set_text #-------------------------------------------------------------------------- def set_text(window, text, align = 0, make = false) if make window.contents.font.name = $fontface window.contents.font.size = $fontsize window.contents.font.color = window.normal_color end window.contents.clear window.contents.draw_text(0,0, window.width - 32, 24, text, align) end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update @help_window.update @complete_window.update @cd.update @zoom_cd += 1 if @cd_play == true @turn_cd += 16 @cd.zoom_x = 1 @cd.angle = @turn_cd else @cd.angle = 0 @turn_cd = 0 @cd.zoom_x = (1 * Math.sin(@zoom_cd/90.0*@pi)).abs @cd.x = (640/1.33) - @cd.bitmap.width/2 * (Math.sin(@zoom_cd/@cd.bitmap.width/2*@pi).abs) end @sound_window.update # If input B if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) Audio.bgm_stop Audio.play_music_memorize return_scene end # If input A if Input.trigger?(Input::A) # Play SE (Decision) $game_system.se_play($data_system.decision_se) # Stop BGM Audio.bgm_stop @cd_play = false set_text(@help_window, "- None -", 1) end # If input C if Input.trigger?(Input::C) sound = @sound_window.sound # If not playing stext = Audio.erase_extansion_file(sound) if !$game_party.played_bgm[stext] and @allsongs == false # SE play (Buzzer) $game_system.se_play($data_system.buzzer_se) return end Graphics.update # Play SE (Decision) $game_system.se_play($data_system.decision_se) # Play BGM Audio.bgm_play("Audio/BGM/" + sound, 100, 100) @cd_play = true text = sprintf("%02d", @sound_window.index + 1) + ":" + stext set_text(@help_window, text, 1) return end end end
Demo VXHere (1.1)InstructionPut the script in materials and rename it SoundTest. The other instruction to setup script is included in the script. Image need Rename the picture : CD.png And put it in the pictures folder. Terms and Conditions-Please, credit me.
This post has been edited by badnomis: Jun 1 2010, 07:43 PM
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Mar 18 2009, 03:32 AM
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Level 8

Group: Revolutionary
Posts: 119
Type: Artist
RM Skill: Skilled

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Just put your chracter start on that map, press F9 ingame and turn on the switches that you already turned on, and put the items that you already have. I do it all the time.  I do it when I restart my game and I want to use the music script, so I just turn on the switch. QUOTE BTW, that's a nice CD image you got there! Ty. I got it from a website for photoshop brushes. Forgot where though. But, I came to ask this: I want the character to find the songs in places, but how can I do it? I know it's possible but how? .:EDIT:. I figured it out. I just played the demo and I got it. Now I can make the actor buy songs, or do mini missions to obtain them. Sweet.  TY!
This post has been edited by rgangsta: Mar 18 2009, 03:54 AM
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Mar 18 2009, 10:19 AM
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Public memberTitle(String n)

Group: Revolutionary
Posts: 683
Type: Developer
RM Skill: Skilled

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QUOTE (rgangsta @ Mar 18 2009, 06:32 AM)  Just put your chracter start on that map, press F9 ingame and turn on the switches that you already turned on, and put the items that you already have. I do it all the time.  I do it when I restart my game and I want to use the music script, so I just turn on the switch. QUOTE BTW, that's a nice CD image you got there! Ty. I got it from a website for photoshop brushes. Forgot where though. But, I came to ask this: I want the character to find the songs in places, but how can I do it? I know it's possible but how? .:EDIT:. I figured it out. I just played the demo and I got it. Now I can make the actor buy songs, or do mini missions to obtain them. Sweet.  TY! Except, I wanted to have the play time remain so I know how long my project is. That's the only thing that would really go away.
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Posts in this topic
badnomis <Sound Test Script> Feb 18 2009, 04:28 PM tofuman WOW!! THIS IS EXACTLY WHAT I WANTED!... Feb 18 2009, 06:20 PM Paulcell x Exelent!!!
I am defenely using this sc... Feb 18 2009, 06:43 PM SuperMega This is awesome, I was just thinking about somethi... Feb 18 2009, 07:09 PM badnomis Thank you for these comments. Feb 18 2009, 07:19 PM SuperMega Hm, I seem to be getting an error when I load up m... Feb 18 2009, 07:41 PM badnomis I put demo on my post. Try the demo. Feb 18 2009, 07:54 PM badnomis It is perhaps is incompatible with other script. A... Feb 18 2009, 08:14 PM badnomis Well, I think have find the problem and I will try... Feb 18 2009, 08:35 PM SuperMega Yeah that fixed it for me, thanks. Feb 18 2009, 08:36 PM badnomis Well, the real problem it a saved game. If you sav... Feb 18 2009, 09:09 PM SuperMega QUOTE (badnomis @ Feb 18 2009, 10:09 PM) ... Feb 19 2009, 10:19 AM Ziosin This script works absolutely perfectly for me. Tha... Feb 18 2009, 09:53 PM TalesOf_Fantasy Cooool Dude! Feb 18 2009, 10:46 PM pim321 A pretty neat script
Good job.
Greatzz,
SojaBir... Feb 19 2009, 02:43 AM TakamiDaisuke i was using space not far's sound test script,... Feb 19 2009, 04:15 AM badnomis Thanks you for these comments
I will try to make... Feb 19 2009, 06:52 PM buny I hope you can make it in form of I-Pod~ Feb 20 2009, 06:25 AM SuperMega QUOTE (buny @ Feb 20 2009, 06:25 AM) I ho... Feb 20 2009, 10:18 AM Arcanamagek Is it possible to add all songs at once? Because i... Feb 21 2009, 06:56 AM masterlemons Could someone convert this to XP? Mar 3 2009, 05:04 AM n1njax 72 Cool script I like the idea,
But is there any way ... Mar 6 2009, 10:34 PM Omegha Make an item, for example Guitar (there is a sprit... Mar 7 2009, 02:05 AM rgangsta Hey! That's a nice script. Can you please ... Mar 14 2009, 03:14 PM SuperMega Is it possible to add all the songs at once? Mar 14 2009, 03:15 PM rgangsta Phew! Got it working. I was right. It is a gre... Mar 14 2009, 04:02 PM SuperMega QUOTE (rgangsta @ Mar 14 2009, 07:02 PM) ... Mar 14 2009, 11:03 PM doodles i'm using for sure!!!
aawesome
tha... Mar 15 2009, 12:50 AM rgangsta I did that. But what I want to do is add more than... Mar 15 2009, 07:49 AM SuperMega QUOTE (rgangsta @ Mar 15 2009, 10:49 AM) ... Mar 15 2009, 09:38 AM rgangsta OMG! thx! It didn't work because I for... Mar 15 2009, 11:54 AM SuperMega QUOTE (rgangsta @ Mar 15 2009, 02:54 PM) ... Mar 15 2009, 02:23 PM Reperawin The script looks good. But can you make the song n... Mar 15 2009, 03:02 PM badnomis Thanks to SuperMega to explain to rgangsta my scri... Mar 16 2009, 07:10 PM miget man12 would it be possible to have it automaticly show e... Mar 16 2009, 07:15 PM badnomis Well, yes it's not very required. It's sma... Mar 16 2009, 07:54 PM SuperMega Would it be possible to allow older save files to ... Mar 17 2009, 08:57 AM Lou Great script! Although I was wondering, is the... Mar 18 2009, 11:41 AM rgangsta QUOTE (SuperMega @ Mar 18 2009, 11:19 AM)... Mar 18 2009, 12:14 PM cup Mmmmm yummy, it's perfect for someone like me ... Mar 19 2009, 05:24 PM platipus great script, can u make it so it has option to ov... Apr 7 2009, 02:48 AM Silverelick This Great... But it would be easier to add it to ... Apr 16 2009, 02:56 PM platipus QUOTE (Silverelick @ Apr 16 2009, 06:56 P... Apr 16 2009, 03:43 PM  rgangsta QUOTE (platipus @ Apr 16 2009, 04:43 PM) ... Apr 17 2009, 05:58 PM phlim2 *apologizes for the necropost*
I'm just wonde... Aug 17 2009, 04:15 AM The Frontera Well, first of all your script is fantastic ! ... Jan 10 2010, 04:45 AM silvershadic I've been using this script, but when I added ... Mar 23 2010, 07:58 PM chaco This script is just plain EPIC, I really cannot be... Nov 26 2011, 07:55 AM CastorOnline Not sure if necropost, but just to say thank you t... Apr 6 2012, 01:53 AM
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