Wow! You are still active! Awesomesauce!
No, I dont have the F12 "Stack Level" error script. Since we dont know each other, I do some scripting myself, and normally can fix 99% of issues. One that I saw caused F12 to just exit the game. Off topic, what I normally find on Stack Level errors is some scripts try to redefine self after instantiated. My workaround for that is usually two lines. One global variable so it doesnt get stored when the game is quit, but if the variable already exists, dont try to redefine self or the class name.
module Input
unless $input_class_defined # F12 Fix 1
$input_class_defined = true # F12 Fix 2
class << Input
or
class << self
(some code)
end
end
end
Exiting game kills the global variable, but hitting F12 does not get rid of the global, thus, the class is not redefined again, which is usually where the Stack Too Deep crashes on most crashable scripts I've seen. Might not be the best way to do it, but it is simple and seems to be compatible and effective. End of off topic.
The F12 bug that I mentioned doesnt cause a Stack Level Too Deep crash. It doesnt crash. But all dynamic sounds stop playing altogether after F12 is pressed. I took a crack at fixing it, but didnt come up with any solutions at all.
The older problem that I mentioned had more to do with my lack of understanding of how to use the script. Through some eventing, I wanted to play Quake as a BGS, but the audio would start for a split second, then just stop. I wasnt using script calls, just evented stuff to change the background sound Event Commands (Page 2), "Play BGS..." button. Probably dont need a fix for that, just an example of how to do it as a non dynamic sound. Sometimes certain sounds play better as dynamic, sometimes they dont. Maybe def bgs_play should be aliased to stop background sounds if that is what is causing it? Not spending much time thinking on solutions here...
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But what the hell, while we're at it, I'll just unload. I also have an event that I want to play a Dynamic BGS once the player activates it. Light a Campfire basically, but the Fire animation (where I want the SE) is on another Event Page. Cant seem to get Page Changes and Dynamic Sounds to work right for me. Im thinking alias event refresh in class Game_Event < Game_Character to scan the active page for that event for sound effects, and play them from there. Its your script, so I wont mess with it, but just a thought.
Also, an option to Fade In BGM / BGS / SE would be nice.
And, I want a Pony, and a shiny new bicycle with frilly tassles, and peace and love for everyone in the world!
Thanks Santa!
Sarcasm aside, I get there are some limitations due to the audio nature of RMXP, and hope just a few things in the script that could be tweaked a bit.