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For some reason, I can't stop a proximity sound after I start it. I'm using the stop plugin command, but it just keeps playing.

Hi, thanks for the bug report! Unfortunately (as is the norm lol) "it works on my machine", I know that doesn't help you even a little bit.

There might be other plugin incompatibilities. Could you send me a list of stuff that's running on top of the proximity plugin? How big the the file you are playing (in kb)? In what context do you try to use the plugin command (via button triggered event? in a common event? etc)
I'll try to help as much as I can. If we can't make it work, I'll send you the full source for free and you can try on your own.

Hello again!

I just published a huge update. Me and my testers couldn't see the bug you reported anymore - please try the new version and see if it solves your issues~

https://battleprogrammer.itch.io/proximityeventsounds/devlog/908636/bwg-proximit...

Hmm, I don't know why, but it still doesn't work. Maybe could you add some plugin command that globally stops all proximity sounds on all map events to see if that fixes it?

Are you trying to switch off a sound you set via note tag? That doesn't work. The note tag sounds are permanent.

Nope, plugin command.

There might be other plugin incompatibilities. Could you send me a list of stuff that's running on top of the proximity plugin? How big the the file you are playing (in kb)?Could you try setting up a new project with just this plugin and see if it works there?
I'm 99% sure its either a wrong setup or a plugin conflict.


if you take a look at this video, it works:

for some reason the plugin commands will not work.
the notes work fine, by the way the examples you have on this page are messed up, they need this... <PS> </PS>

(+1)

Hi,

you were completely right! Thank you for bringing the issues to my attention. I uploaded a bugfixed version today. 

Quick explanation: When optimizing the loading of the sound files i added a new function to preload the audio when the map is entered. During that I removed the loading of new files on runtime - completely forgetting that sometimes we need new files. Now it should work.

My bad!

- BP

I don't know how you got it to work but this isn't doing shit in my project.

Hello there!

I know it might be frustrating when you fail at the setup, but please refrain from profanity here.

I want to help you. Can you press F8 (opens the console) before a sound is supposed to play and post the logs here? Debugging a "it doesn't work" remotely is unfortunately not possible. There is a way to activate a debug mode in the Plugin Settings, which activates console logging.

A few questions:

1) What is the file name of the sound you want to play? Is it in the correct folder according to the documentation? Keep in mind only .ogg files are supported.

2) How exactly does the Note look like (In case you are using the note system, not the commands)? Can you copypaste it here? On a normal event it should look like this:

 <PS>radius:10; file: water_stream; maxvolume: 0.5;</PS>

...for a file called "water_stream.ogg". This is not a comment in the event, but a note. (Second input at the top)

3) is this set via event note or plugin command? In the case of plugin commands the sound might not play on first try when the file itself is too big. The RPG Maker MZ soundmanager isn't powerful enough to handle streaming the sound in afterwards, so it's just skipped. In this case leaving and re-entering the radius will make it work. If that last one is the case, it's unfortunately a limitation of the Program itself, not the plugin. I would suggest smaller files in this case.


If you could provide the setup  you did for this plugin, I will recreate it on my machine and debug it for you.

Would it be possible to have permanent sounds only become active when the event itself is active? Or to have multiple sounds assigned to the same event? 

I just now released an update with the changes you need. I hope this helps~ 

(ノ´ヮ`)ノ*: ・゚

Deleted 52 days ago
(+1)

Yes! (And it was a pain to debug the initial incompatibility!) 😁