I was wondering if there is any rpg maker xp .sf2 format, I know it's MIDI, but I don't know how to use it outside the Game Maker XP program, I want to make some music with it. Thanks!
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#===============================================================================
# Terrain Step Sound
# Version 1.2
# Author game_guy
#-------------------------------------------------------------------------------
# Intro:
# Create nice aesthetics with terrain noise. As you walk across grass or sand,
# let it play a beautiful noise to add to the atmosphere and realism of the
# game.
#
# Features:
# Specific Sound for Each Terrain
# Specific Sounds for Each Tileset
# Specify Volume and Pitch
# Specify an array of sounds for each terrain, allowing random sounds for each step
#
# Instructions:
# Setup the config below, its pretty self explanatory, more instructions
# with config.
#
# You can now change the sound rate in game using a script call.
# $game_map.rate = X
# X = sound rate (the lower the value, the more frequent the sounds)
#
# Credits:
# game_guy ~ For creating it
# Tuggernuts ~ For requesting it a long time ago
# Sase ~ For also requeseting it
#===============================================================================
module TSS
# In Frames Recommended 5-10
Wait = 10
# Ignore the next 2 lines
Terrains = []
Tilesets = []
#===========================================================================
# Enter in sounds for each terrain tag
# Goes from 0-8. Set as nil to disable that terrain or delete the line.
# Each terrain must now be an array. This allows you to define multiple
# sound effects for each terrain.
#===========================================================================
Terrains
[li]= ['001-System01', '002-System02', '003-System03'][/li]
Terrains[1] = ['TalkAngryBirds']
Terrains[2] = ['fs_grass03']
Terrains[3] = ['fs_stone_hoof2']
Terrains[4] = ['as_na_grassmove2']
Terrains[5] = ['fs_water_hard1']
Terrains[6] = ['fs_dirt_hard1']
#===========================================================================
# If you would like to specifiy a volume and pitch, simply set the
# terrain as an array.
# Terrains[7] = [["sound", volume, pitch]]
# Just set it as a string if you would like the volume to be at 100 and
# pitch at 0.
# This also applies for tilesets below.
# You can also define multiple sound effects with pitch and volume.
#===========================================================================
Terrains[1] = ["TalkAngryBirds", 100, 0]
#===========================================================================
# With tilesets, you can set specific sounds for each tileset so you don't
# have the same sounds. Add a new line and put
# Tilesets[tileset id] = []
# Then for each terrain put
# Tilesets[tileset id][terrain id] = ["sound file", "sound file2", etc...]
# If a sound doesn't exist for a tileset, it will play a default sound,
# if a default doesn't exist, no sound at all.
#===========================================================================
Tilesets[1] = []
Tilesets[1]
[li]= "Floor"[/li]
Tilesets[1][1] = ["Floor", 50, 100]
#
Tilesets[1]
[li]= "TalkAngryBirds"[/li]
Tilesets[52][1] = ["TalkAngryBirds", 100, 0]
end
class Game_Map
attr_accessor :rate
alias gg_init_terrain_sounds_map_lat initialize
def initialize
@rate = TSS::Wait
return gg_init_terrain_sounds_map_lat
end
def terrain_sound
if TSS::Tilesets[@map.tileset_id] != nil
sounds = TSS::Tilesets[@map.tileset_id][$game_player.terrain_tag]
else
sounds = TSS::Terrains[$game_player.terrain_tag]
end
return nil if sounds == nil || !sounds.is_a?(Array) || sounds.size < 1
sound = sounds[rand(sounds.size)]
if sound.is_a?(Array)
return [sound
[li], sound[1], sound[2]][/li]
else
return [sound, 100, 0]
end
end
end
class Game_Player < Game_Character
def update_move
@timer = $game_map.rate if @timer == nil
@timer -= 1
if @timer < 1
terrain = $game_map.terrain_sound
if terrain != nil
vol = terrain[1]
pit = terrain[2]
son = terrain Audio.se_play('Audio/SE/' + son, vol, pit)
end
@timer = $game_map.rate
end
super
end
end