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> Audio Engine XT 1.2 Released!, pause BGM before battle starts and more!
bulletxt
post Mar 28 2009, 03:12 PM
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Audio Engine XT 1.2

Version: 1.2
Release date: 30/04/2009
Author: Marco Di Antonio -> aka BulletXt (bulletxt@gmail.com)


The Engine is fully integrated into VX editor! You normally set your BGM as you did till now through VX editor... the engine will take care of the rest!!
The only thing you have to do is start "StartGame.exe" instead of "Game.exe" as you usually do. Test mode is also supported!


Features:
This audio engine will:
- pause BGM when a battle starts and resumes from where it stopped when battle ends!
- BGM is normally set from VX editor as you normally do! The audio engine is fully integrated with VX editor!
- by turning a switch to ON, BGM will continue playing in battle!
- by turning a switch to ON, you will have support for Random Battle BGM!
- BGM always automatically loops!
- by pressing a key, it will Pause the game with BGM/BGS volume lowered/muted!
- at battle end, Victory ME will fade out (so ME can be as long as you want)!
- you can make a BGM loop making it restart at any seconds of the song you want!


Instructions:
To start the game, don't start it anymore from Game.exe as you normally do,
instead start StartGame.exe .

For more information, read instructions inside script bundled in demo (get below).


Supported CODEC formats are: wav | mp3 | wma
If you want to have other format supports, like OGG Vorbis,
be sure to install the codec for your Windows DirectShow Filters. If doing this,
when releasing the game you must be sure the players also have the codec
installed.
IMPORTANT: I can't guarantee the engine is stable when using other codecs, so
I suggest to use only native supported codecs: wav | mp3 | wma


Technical Details about the Engine:
The engine is written in C++ with the Qt4 Framework toolkit.
The engine is released under the GNU General Public License 3. Sources are available at the following link: here


Special Thanks goes to:
ahigerd(#qt) general help on Qt4 and pointing me out some good solutions
bnagy(#ruby-lang) for helping out on sending data in ruby through a named pipe connection and general ruby help
Defty(#math) for the fadeout algorithm
Fabrizio Di Antonio for pointing out some solutions

Other users have helped me too, sorry for not mentioning your name but I can't remember smile.gif



Bug Report:
Please report bugs and wrong behaviours of the engine. Be very detailed on how you can reproduce the bug so this will help me fixing it faster. Be sure to do a step-by-step description on how the bug is reproducable.




Download Audio Engine XT:
Download the demo to get all the files you need. If you want to install the demo to an already existing project, be sure to read instructions inside the script.

Remember to start the game from StartGame.exe and not as you usually do (Game.exe)!

Download: here
This is all for now! I hope you enjoy this!

Cheers,
BulletXT



This post has been edited by bulletxt: Apr 29 2009, 05:07 PM


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Landarma
post Mar 28 2009, 07:46 PM
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Perhaps instead of using new .exe file, make a .dll file and use it within script would be good.
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bulletxt
post Apr 2 2009, 10:31 AM
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The engine isn't a library. It's an external process. StartGame.exe is actually the engine smile.gif But you don't "see" this because it starts the game, but what it does is: it starts the Game.exe process with the engine process , so if you close the game , you are actually closing the engine too.

This post has been edited by bulletxt: Apr 2 2009, 10:42 AM


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bulletxt
post Apr 3 2009, 05:10 PM
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Audio Engine XT 1.0 released!!

Drastic improvements.... first of all the engine is now directly integrated into the editor!! This means from now on you normally set BGM through VX editor as you normally do!! No more call scripts...!
There are also a lot of other small improvements... Last but not least, by simply turning a switch ON BGM will continue playing in battle!!

Enjoy this great (at least for me) release!!


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Mr. Bubble
post Apr 3 2009, 05:30 PM
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Great job bulletxt!
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bulletxt
post Apr 8 2009, 05:42 PM
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Audio Engine XT 1.1 Released, with a lot of bugfixes and great new features!

- The engine now supports playing Random Battle BGMs simply through a switch call!
- You can now put the game in pause simply pressing a keyboard key and BGM/BGS volume will lower/mute depending on a % you set in configuration!
- at battle end, Victory ME will fade out (so ME can be as long as you want)!

- so many bugfixes I can't even remember. Most importantly the engine now works correctly when Saving/Loading.


Hope you enjoy this smile.gif


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platipus
post Apr 9 2009, 01:52 AM
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that pause will be useful, cheers.


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icecold49
post Apr 12 2009, 01:26 PM
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My rmvx project is taking longer than I expected...
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Great script bulletxt! This is probably the best audio control script to have atm for rmvx. This is a must for almost any project. Thank you for this! thumbsup.gif


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Paulcell x
post Apr 24 2009, 08:41 AM
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This is exactly what i wanted!
Thank you very much!
I was looking for moths for this script!
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bulletxt
post Apr 29 2009, 05:07 PM
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Audio Engine XT 1.2 Released!!

A new day, a new great release!

Changelog:
- Qt4 upgraded to latest Qt 4.5.1 and compiled againts Microsoft Visual Studio 2008
- You can now make a BGM loop and restart at n seconds of the song!
- It is now possible to change Random Battle BGMs array at any time through a script call!
- Better integration of the engine with Test mode and Battle Test mode
- Compatibility mode with Worotana's Neo Save System script


If everything goes fine, next release will finally add support for a lot of audio effects!!

Cheers,
BulletXt


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Speed@
post Apr 30 2009, 02:58 AM
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QUOTE (bulletxt @ Apr 29 2009, 06:07 PM) *
Audio Engine XT 1.2 Released!!

A new day, a new great release!

Changelog:
- Qt4 upgraded to latest Qt 4.5.1 and compiled againts Microsoft Visual Studio 2008
- You can now make a BGM loop and restart at n seconds of the song!
- It is now possible to change Random Battle BGMs array at any time through a script call!
- Better integration of the engine with Test mode and Battle Test mode
- Compatibility mode with Worotana's Neo Save System script


If everything goes fine, next release will finally add support for a lot of audio effects!!

Cheers,
BulletXt

It's a nice script and all, but the next feature should be that you can have mp3, oggs and midis in the BGM folder, not just one type, cause most people don't want to convert them in a same type of codec...

You should make it detect what type of file the file is.
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bulletxt
post May 13 2009, 07:47 PM
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QUOTE (Speed@ @ Apr 30 2009, 03:58 AM) *
It's a nice script and all, but the next feature should be that you can have mp3, oggs and midis in the BGM folder, not just one type, cause most people don't want to convert them in a same type of codec...

You should make it detect what type of file the file is.



This feature will be added in next release, with other interesting stuff wink.gif


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Speed@
post May 14 2009, 08:15 AM
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QUOTE (bulletxt @ May 13 2009, 08:47 PM) *
QUOTE (Speed@ @ Apr 30 2009, 03:58 AM) *
It's a nice script and all, but the next feature should be that you can have mp3, oggs and midis in the BGM folder, not just one type, cause most people don't want to convert them in a same type of codec...

You should make it detect what type of file the file is.



This feature will be added in next release, with other interesting stuff wink.gif

Can't wait, then I will provably actually use it!
Whe is it going to be released?
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bulletxt
post May 14 2009, 08:57 AM
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Hopefully in 7-10 days. It all depends on how much free time I have smile.gif


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bulletxt
post May 17 2009, 06:48 PM
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I'm happy to announce that with the next release Audio Engine XT will reach a big new milestone. It will be the best, feature rich and stable version ever.
The very most important thing is that the engine natively supports Ogg Vorbis!! And to be more specific it will natively support all the following codecs:

AAC, AC3, ALAC, AMR, FLAC, Intel Music Coder, Monkey's Audio, MP3, Musepack, RealAudio, Shorten, Speex, Vorbis, WMA and more
!

Yes, you read that! Even AC3 5.1 audio files.... everything natively supported by the engine!!

There is a lot more with this 2.0 release,

Stay Tuned!


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Speed@
post May 18 2009, 05:48 AM
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When!?
Can't wait...
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MikauSchekzen
post Jul 14 2009, 12:08 PM
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This is awesome!

I used a previous version of this, but that one made my game crash whenever I started a battle while no BGM was playing on the map tongue.gif

Too bad my game crashes when I load one of my former save games, but I guess it'll have to do.


Thanks, bulletxt smile.gif


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bulletxt
post Jul 14 2009, 03:34 PM
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QUOTE (MikauSchekzen @ Jul 14 2009, 12:08 PM) *
This is awesome!

I used a previous version of this, but that one made my game crash whenever I started a battle while no BGM was playing on the map tongue.gif

Too bad my game crashes when I load one of my former save games, but I guess it'll have to do.


Thanks, bulletxt smile.gif


If all you want is to make map's bgm continue after battle end instead of restarting, I highly suggest to give a look at this other creation I made: here


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Shadow_Satey
post Nov 7 2009, 06:50 PM
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I'm having a problem.

"Script 'Continue BGM After Battle' line 245: TypeError occurred.

cannot convert nil into String" shows up after I do battle.

Yes, this happens in the DataBase and in the Game.

-Ian


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