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Autor: Hiretsukan, Cowlol
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Technik

Version: 1.5

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FMOD Ex Audio

Introduction

A few years ago, Hiretsukan (Kevin Gadd) wrote an FMOD binding script for RGSS, which allowed RPG Maker XP to use the FMOD audio library for BGM playback, allowing access to many more file formats (including streamed OGG, AAC, WMA, IT, XM, MOD, etc.). It was a great script that could be easily extended. You could find his original script here. Still, the script was limited; it was focused on playing BGMs, and didn"t support Music or Sound Effects, it also didn"t support fading. Furthermore, some more features were needed such as remembering BGM position after battle and with the BGM/BGS memorize event command, and setting loop points for files other than MIDIs. With that in mind, I started modifying the script to add more and more features. The bulk of the script is still Hiretsukan"s, but it"s now much more accessible; I used it to rewrite the built-in Audio module. I also fully documented the script, fixed some bugs, and added position and loop point support.

Features

  • Aside from MIDIs, WAVs, and MP3s, the script supports many new formats: Streaming OGG, AAC, WMA, IT, XM, MOD, S3M.
  • Several layers of complexity with the highest being generally identical to the built-in Audio module and the lowest allowing direct access to FMOD"s interface.
  • Remembers position of BGM with BGM/BGS memorize event command and after battle instead of starting over.
  • Ability to set loop points to any file type.
  • Source code provided and well-documented, so you could easily extend it farther to harness the power of FMOD.

Compatibility

# This script has different levels of compatibility depending on what
# scripts you use:
#
# FModEx
# This script overwrites the Audio module, but since
# few if any other scripts would do that, it"s pretty
# much compatible with the majority of other scripts
# without modifications.
# Game_System
# The following methods of Game_System are redefined:
# bgm_play, bgm_restore, bgs_play, bgs_restore
# Any other script that redefines these methods may
# not work well with this one. Most scripts wouldn"t
# do that, except ones dealing with audio as well.
# I"ve marked the areas in the script where I made
# changes to help you resolve any conflicts
# The following methods of Game_System are aliased:
# bgm_memorize, bgs_memorize, update
# Other scripts that redefine these methods should
# be placed above the Game_System script.
# Other Classes
# The following methods of Scene_Battle are redefined:
# judge, start_phase5, update_phase5
# Any other script that redefines these methods may
# not work well with this one. Custom battle system
# scripts may do that, so you might consider not
# including the Other Classes section and just
# manually add position memorizing functionality.
# I"ve marked the areas in the script where I made
# changes to help you resolve any conflicts
# The following methods of Game_Temp/Scene_Map are aliased:
# Game_Temp#initialize, Scene_Map #call_battle
# Other scripts that redefine these methods should
# be placed above the Other Classes script.
#
# So in other words, FModEx is the most compatible, followed by
# Game_System, and finally the last and optional Other Classes.
# If you use a custom battle system you probably shouldn"t include
# Other Classes anyway. This isn"t an SDK script and I never tested
# it with the SDK. It"ll probably work, but refer to SDK documentation
# for more information.

Credits and Thanks

  • Thanks to Hiretsukan (Kevin Gadd) for the original binding. If you"d like to credit it anyone, it"s him!

Download

AnhangGröße
FmodExAudio.rb65.42 KB
fmodex.dll337 KB
music.zip563.65 KB

Einbau

Copy the file fmodex.dll to your game folder

Screenshots