Mar 29 2010, 04:07 AM
I have a problem with ME.
I have a map, there is a BGM playing on that map. There is also a timer on the map. I want to do the following:
When there are 5 sec remaining on the timer a ME to start playing so that the player knows he is running out of time.
So here is what I did:
1. Made a new event which is set to Parallel process.
2. Put a conditional branch in it which says: Timer 0 min 5 sec or less
3. Put an action below which says: Play ME: (name of my ME), 100, 100
So when I start that map the map's BGM is playing and the timer is going down from 10 sec back to 0. When the timer reaches 5 sec the BGM stops playing and the ME starts playing. Then I get an item which gives me more time - sets the clock back to 10 sec. And here is where the problem kicks in. The ME is still playing. It stops after 5 sec - since the length (duration) of the ME is 5 sec. Once the ME stops playing my BGM continues to play from where it was before the ME kicks in.
So can I make the ME stop playing as soon as my timer is back at 10 - so that my BGM continues playing again?
Mar 29 2010, 04:30 AM
For the conditional branch why don't you try adding in an "else" that turns off the ME. So then if the timer is higher than 5 the ME will stop playing.
Mar 29 2010, 04:38 AM
Well I do not see any "Stop ME" command in the section with sound control commands (commands page 2 - Music and Sounds section). My last three options there are "Play ME", "Play SE", "Stop SE".
Mar 29 2010, 04:52 AM
Gah, forgot about that, there are way to many audio styles that behave differently xD.
Well then I guess you could export it and then import it as an SE. Then when it's meant to play get it to save the BGM position and close it before playing the SE and then in the else branch get it to stop playing the SE and restore the BGM.
Mar 29 2010, 05:29 AM
If I make that ME as a SE it will do the following thing:
While there is less than 5 sec in the timer the melody (which is 5 sec long) will start playing over and over again. Since the SE-s start playing even is another SE is playing. This means that my melody will start playing infinite amount of times which will crash the game.
Mar 29 2010, 03:03 PM
Ok, try a script call instead: Audio.me_stop
see how that works, it should stop the ME.
Mar 30 2010, 01:11 AM
The script call worked - sort off. Now the problem is that after I stop the ME from playing the map's BGM start all over again. Can I make it to continue playing from where it was before the ME start playing?
Mar 30 2010, 01:15 AM
why don't you just have a blank sound file that lasts a second or two?
start the first ME, 5 seconds later start the blank ME. no problem with the BGM...
Mar 30 2010, 01:36 AM
That's weird, when I try it (although without the timer. I just have an event that turns on the ME and then another that uses the script call to turn it off) the BGM doesn't restart, so it might be something else. Sadly my computer can't run the timer so I can't check it out in that situation :x.
Mar 30 2010, 04:38 AM
@poisonshift I didn't get your idea. Can you explain in a bit more detail?
@Knot here is how my event page looks.
After the timer goes above 5 sec the ME stops but the BGM starts from the beginning.
Apr 19 2010, 01:30 PM
I notice that ME s do not loop. Regardless, put "Play ME" in the event window thingy. Then just choose "(None)" and it will stop.
Apr 19 2010, 02:38 PM
Herman, why don't you stop by the introductions forum and say hello to our community, instead of necroposting
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