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Author Topic: Character BGM for stages. Well Maybe  (Read 1053 times)

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Offline ClubSyN-X-TReME

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Character BGM for stages. Well Maybe
« on: August 19, 2007, 09:08:38 AM »
here is my answer from the past thread. ::)
1- i want to use deferent music or each round..lets say round 1 has it's own track, round 2 has it's own...etc
2- i want to use the music for characters not stages..lets say i use ryo he comes with his track, i use robert in the same stage he also comes with his own track...and on
3-i want to use random tracks for a stage not just one. ;D
is any of this possible?

waiting ::)


In response the quote above ill do my best to come up with something answering the quoted questions above.

1- answer

First make an invisible helper that will be activated at the very start of a battle.

Code: [Select]
[State -2, Helper]
type = Helper
trigger1 = 1 && !numhelper(xxxxx)
helpertype = normal
name = "custom bgm"
stateno = xxxxx
id = xxxxx
pos = 0,9999999
postype = left ;p2,front,back,left,right
facing = 1
pausemovetime = 99999999999
supermovetime = 99999999999

and now for the helper states

Code: [Select]
[Statedef xxxxx]
type = S
movetype = I
physics = n

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = (roundno >= 2 && (root,var(x) = 1 && root,life <= lifemax /3) || (root,var(y) = 1 && enemy,life <= lifemax /3))
trigger1 = 1
flag = nomusic

[State 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0]
type = PlayerPush
trigger1 = 1
value = 1

Ok now the helper and its states are created to make the helper invisible and not conflict with the fighters.

for the different music to play on different rounds, you will have to convert your bgm files you want to use to wav format and add them to your common.snd file, (you might want to be careful because many compressed snd files, mp3 or ogg, will have to be converted to wave file and will make your common.snd file fat). Now thats done and lets say you have 3 bgms you want to play in 3 rounds. just use a playsnd code with a roundno triggerall to make it happen.

Code: [Select]
[State 0, PlaySnd]
type = playsnd
triggerall = roundno = 1
trigger1 = time = 1
value = fx,x ;---add round 1 bgm here
volume = 100
persistent = 0

[State 0, PlaySnd]
type = playsnd
triggerall = roundno = 2
trigger1 = time = 1
value = fy,y;---add round 2 bgm here
volume = 100
persistent = 0

[State 0, PlaySnd]
type = playsnd
triggerall = roundno = 3
trigger1 = time = 1
value = fz,z;---add round 3 bgm here
volume = 100
persistent = 0

2- answer

use the same invisible helper template like above. add the character bgm to the common.snd file in wav format, make a play sound code that response to the name of the character.

Code: [Select]
[State 0, PlaySnd]
type = playsnd
triggerall = name = "character's name goes here"
trigger1 = time = 1
value = fx,x :add characters bgm here.
volume = 100
persistent = 0

*Note*
triggerall = name = "character's name goes here"
open that characters def file, get the name of the character and add it to that line, Not The Display name.


3 - not possible. unless you take all tracks u wanna use and make them into one big music file that just plays out.
« Last Edit: August 19, 2007, 09:10:50 AM by H€®mî† -=†H€ §î׆H fî$†=- »



Offline .:K.I.N.G:.

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Re: Character BGM for stages. Well Maybe
« Reply #1 on: August 19, 2007, 09:49:50 AM »
dude it looks tough but i'll see what i can manage of this ;D
I'm a Dude Playing a Dude, Disguised as Another Dude

Offline dennis872005

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Re: Character BGM for stages. Well Maybe
« Reply #2 on: August 19, 2007, 07:23:35 PM »
what about making the music volume go down when my char has low life when my life is low for a certain amount of time

Offline ClubSyN-X-TReME

  • Character and Interactive Stage Specialist
  • Club Syndicate Admin
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  • Last Login:July 28, 2014, 06:54:54 AM
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Re: Character BGM for stages. Well Maybe
« Reply #3 on: August 20, 2007, 12:41:59 PM »
i dont think there is a way possible for that.


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