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Messages - ThatsBad

1
Quote from: LiTTleDRAgo on June 03, 2014, 11:03:39 am

class Game_Character
  attr_writer   :opacity
end


$game_map.events[1].opacity = 0
$game_player.opacity = 180


Thanks :)
2
Is it possible?
3
Script Requests / Re: [XP]F1 sound options for FMod
April 10, 2014, 10:48:14 am
Helpful, though the audio system is missing a few things -_-

Edit:I made a partial solution(settings only apply on startup)
4
Script Requests / Re: [XP]F1 sound options for FMod
April 09, 2014, 10:45:00 am
Bump.
5
So, I found a way to convert the mid files to ogg without any changes in pitch, therefore I went back to FMod. Now the problem is, that FMod doesnt check for the F1 BGM/SE options. Although I think they are being checked from registry, I failed to make the options work at all. Can somebody help me with this? :)


Script:
#==============================================================================
# ** FMOD Ex Audio
#------------------------------------------------------------------------------
#  Script by            :   Hiretsukan (Kevin Gadd)
#                           janus@luminance.org
#  Modified by:         :   RPG/Cowlol (Firas Assad)
#                           ArePeeGee (AIM name)
#  Last Update          :   September 23rd, 2008
#  Version              :   1.5
#------------------------------------------------------------------------------
# A rewrite of the built-in Audio module to extend its functionality
# using the FMOD Ex library (http://www.fmod.org/). In particular,
# it supports several new formats and has the ability to get current
# playing position and seek to a new one, and to set loop points.
# Extensions to Game_System and Scene_Battle makes the memorize BGM/BGS
# event command remember position as well, and map music to resume
# playing from the position it stopped at before a battle, instead
# of starting all over like default RMXP behavior.
#------------------------------------------------------------------------------
# Usage:
#
# You need to copy the file fmodex.dll to your game folder (folder where
# your Game.exe and project file are). I've provided the DLL with the
# demo, and you can also get the latest version from FMOD's official
# website (http://www.fmod.org/index.php/download).
#
# There are three scripts that could be used, the real script is only
# the first one, but the other scripts are provided for convenience:
#
# FModEx
#           This includes the core functionality and the Audio module
#           rewrite. It's the main script and should be placed on
#           top of all scripts using it. Most people would just add a
#           new section above the Game_System or Game_Temp section at
#           the very top of the script editor and paste script there.
# Game_System
#           This script rewrites parts of the Game_System class to
#           allow memorize_bgm to support remembering position,
#           and to allow the play methods to take an extra parameter
#           specifying position to start playing from.
#           Add it anywhere under the Game_System script section.
#           If you don't need any of these features you don't need this
#           script.
# Other Classes
#           This is really an optional script that modifies the default
#           battle system to memorize map BGM and position instead of
#           starting over after the battle. Add it anywhere under
#           the Scene_Battle classes.
#
# Aside from integration with RMXP's default scripts, you can use
# this script the same way you used the old Audio class You could also
# access the FMod module for more options at a lower level, such as
# setting loop points (FMod.bgm_set_loop_points(first, second) in
# milliseconds) and getting current BGS position (FMod.bgs_position) to
# name a few.
#------------------------------------------------------------------------------
# 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
#           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.
#------------------------------------------------------------------------------
# Version Info:
#   - Version 1.5:
#       - Made the Volume and Pitch paramters to Audio ME/SE playing
#         methods optional. (Thanks panchokoster!)
#       - Script now uses FMOD's software mixer instead of hardware
#         acceleration. This solves issues with certain sound cards.
#       - A message is now displayed when a file isn't found, instead
#         of just throwing the error number.
#       - Added an independent thread to handle updating Audio module,
#         instead of calling it in $game_system#update. This should
#         ensure that it's called in all scenes. (Thanks Zeriab!)
#       - Updated fading calculations to depend on seconds instead
#         of game frames.
#   - Version 1.4:
#       - Fixed a bug where file isn't found if RTP path doesn't end
#         with a backslash (thanks Atoa!).
#       - Added BGM fading in after a ME is done playing to mimic
#         original Audio class behavior, the volume increment when
#         fading is specified by constant Audio::BGM_FADE_IN_INCREMENT.
#       - Several minor bug fixes and minor behavior changes relating
#         to fading out and stopping sounds.
#   - Version 1.3:
#       - Fixed a bug with ME fading out.
#       - Added methods to get BGM and BGS length.
#       - Providing -1 as loop end point to set_loop_points methods
#         makes the sound file's end the loop end point.
#       - Changed implementation of set_loop_points a bit.
#       - Position of BGM/BGS to be played after fading is now
#         remembered instead of starting all over.
#   - Version 1.2:
#       - Fully documented the script, and fixed some bugs.
#       - Completely rewrote Audio module, allowing FMOD to handle
#         BGMs, BGSs, MEs, and SEs except of just BGMs.
#       - Fixed RTP reading to use registry instead of special files..
#   - Version 1.1:
#       - Added position tracking and adjusting.
#       - Added loop point support.
#       - Implemented BGM fading.
#   - Version 1.0:
#       - Hiretsukan (Kevin Gadd)'s initial release.
#------------------------------------------------------------------------------
# Known bugs:
#
#   - MIDI abrupt start when seeking or restoring from position
#   - Found a bug or have some ideas for the next version? Please tell me!
#------------------------------------------------------------------------------
# Terms of Use:
#
#   Use of this script is subject to the permissive BSD-like license below.
#   That basically means you could use it in any way you like as long
#   as you keep the following copyright and license unchanged and available,
#   and don't use name of copyright holder to promote products based on
#   this software. Note, however, that this license only applies to the
#   script, and not to the FMOD library. For more information about FMOD
#   licenses consult FMOD website: http://www.fmod.org/index.php/sales
#   It's free for non-commercial use, and they provide several types
#   of licenses for different types of developers.
#
# Copyright (c) 2005, Kevin Gadd
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#     * Redistributions of source code must retain the above copyright
#       notice, this list of conditions and the following disclaimer.
#     * Redistributions in binary form must reproduce the above copyright
#       notice, this list of conditions and the following disclaimer in the
#       documentation and/or other materials provided with the distribution.
#     * The name of the contributors may not be used to endorse or promote
#       products derived from this software without specific prior written
#       permission.
#
# THIS SOFTWARE IS PROVIDED BY Kevin Gadd ''AS IS'' AND ANY
# EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
# WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
# DISCLAIMED. IN NO EVENT SHALL Kevin Gadd BE LIABLE FOR ANY
# DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
# (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
# LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
# ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
# SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#==============================================================================

#==============================================================================
# ** FModEx
#------------------------------------------------------------------------------
#  FMOD Ex binding by Kevin Gadd (janus@luminance.org)
#==============================================================================

module FModEx
 #--------------------------------------------------------------------------
 # * Constants
 #--------------------------------------------------------------------------
 # FMOD_INITFLAGS flags
 FMOD_INIT_NORMAL = 0
 # FMOD_RESULT flags
 FMOD_OK = 0
 FMOD_ERR_CHANNEL_STOLEN = 11
 FMOD_ERR_FILE_NOT_FOUND = 23
 FMOD_ERR_INVALID_HANDLE = 36
 # FMOD_MODE flags
 FMOD_DEFAULT = 0
 FMOD_LOOP_OFF = 1
 FMOD_LOOP_NORMAL = 2
 FMOD_LOOP_BIDI = 4
 FMOD_LOOP_BITMASK = 7
 FMOD_2D = 8
 FMOD_3D = 16
 FMOD_HARDWARE = 32
 FMOD_SOFTWARE = 64
 FMOD_CREATESTREAM = 128
 FMOD_CREATESAMPLE = 256
 FMOD_OPENUSER = 512
 FMOD_OPENMEMORY = 1024
 FMOD_OPENRAW = 2048
 FMOD_OPENONLY = 4096
 FMOD_ACCURATETIME = 8192
 FMOD_MPEGSEARCH = 16384
 FMOD_NONBLOCKING = 32768
 FMOD_UNIQUE = 65536
 # The default mode that the script uses
 FMOD_DEFAULT_SOFTWARWE = FMOD_LOOP_OFF | FMOD_2D | FMOD_SOFTWARE
 # FMOD_CHANNELINDEX flags
 FMOD_CHANNEL_FREE = -1
 FMOD_CHANNEL_REUSE = -2
 # FMOD_TIMEUNIT_flags
 FMOD_TIMEUNIT_MS = 1
 FMOD_TIMEUNIT_PCM = 2
 # The default time unit the script uses
 FMOD_DEFAULT_UNIT = FMOD_TIMEUNIT_MS
 # Types supported by FMOD Ex
 FMOD_FILE_TYPES = ['ogg', 'aac', 'wma', 'mp3', 'wav', 'it', 'xm', 'mod', 's3m', 'mid', 'midi']
 
 #============================================================================
 # ** DLL
 #----------------------------------------------------------------------------
 #  A class that manages importing functions from the DLL
 #============================================================================
 
 class DLL
   #--------------------------------------------------------------------------
   # * Public Instance Variables
   #--------------------------------------------------------------------------
   attr_accessor :filename           # DLL file name for instance    
   attr_accessor :functions          # hash of functions imported (by name)
   #--------------------------------------------------------------------------
   # * Object Initialization
   #     filename  : Name of the DLL
   #--------------------------------------------------------------------------
   def initialize(filename = 'fmodex.dll')
     @filename = filename
     @functions = {}
     @handle = 0            # Handle to the DLL
     # Load specified library into the address space of game process
     w32_LL = Win32API.new('kernel32.dll', 'LoadLibrary', 'p', 'l')
     @handle = w32_LL.call(filename)
     # System functions:
     self.import('System_Create', 'p')
     self.import('System_Init', 'llll')
     self.import('System_Close', 'l')
     self.import('System_Release', 'l')
     self.import('System_CreateSound', 'lpllp')
     self.import('System_CreateStream', 'lpllp')
     self.import('System_PlaySound', 'llllp')
     # Sound functions:
     self.import('Sound_Release', 'l')
     self.import('Sound_GetMode', 'lp')
     self.import('Sound_SetMode', 'll')
     self.import('Sound_SetLoopPoints', 'lllll')
     self.import('Sound_GetLength', 'lpl')
     # Channel functions:
     self.import('Channel_Stop', 'l')
     self.import('Channel_IsPlaying', 'lp')
     self.import('Channel_GetPaused', 'lp')
     self.import('Channel_SetPaused', 'll')
     self.import('Channel_GetVolume', 'lp')
     self.import('Channel_SetVolume', 'll')
     self.import('Channel_GetPan', 'lp')
     self.import('Channel_SetPan', 'll')
     self.import('Channel_GetFrequency', 'lp')
     self.import('Channel_SetFrequency', 'll')
     self.import('Channel_GetPosition', 'lpl')
     self.import('Channel_SetPosition', 'lll')
   end
   #--------------------------------------------------------------------------
   # * Create a Win32API Object And Add it to Hashtable
   #     name      : Function name
   #     args      : Argument types (p = pointer, l = int, v = void)
   #     returnType: Type of value returned by function
   #--------------------------------------------------------------------------
   def import(name, args = '', returnType = 'l')
     @functions[name] = Win32API.new(@filename, 'FMOD_' + name, args, returnType)
   end
   #--------------------------------------------------------------------------
   # * Get Function by Name
   #     key       : Function name
   #--------------------------------------------------------------------------
   def [](key)
     return @functions[key]
   end
   #--------------------------------------------------------------------------
   # * Call a Function With Passed Arguments
   #     name      : Function name
   #     args      : Argument to function
   #--------------------------------------------------------------------------
   def invoke(name, *args)
     fn = @functions[name]
     raise "function not imported: #{name}" if fn.nil?
     result = fn.call(*args)
     unless result == FMOD_OK or result == FMOD_ERR_CHANNEL_STOLEN or
       result == FMOD_ERR_FILE_NOT_FOUND
       raise "FMOD Ex returned error #{result}"
     end
     return result
   end
   #--------------------------------------------------------------------------
   # * Store Float as Binary Int Because Floats Can't be Passed Directly
   #     f         : Float to convert
   #--------------------------------------------------------------------------
   def convertFloat(f)
     # First pack the float in a string as a native binary float
     temp = [f].pack('f')
     # Then unpack the native binary float as an integer
     return unpackInt(temp)
   end
   #--------------------------------------------------------------------------
   # * Unpack Binary Data to Integer
   #     s         : String containing binary data
   #--------------------------------------------------------------------------
   def unpackInt(s)
     return s.unpack('l')[0]
   end
   #--------------------------------------------------------------------------
   # * Unpack Binary Data to Float
   #     s         : String containing binary data
   #--------------------------------------------------------------------------
   def unpackFloat(s)
     return s.unpack('f')[0]
   end
   #--------------------------------------------------------------------------
   # * Unpack Binary Data to Boolean
   #     s         : String containing binary data
   #--------------------------------------------------------------------------
   def unpackBool(s)
     return s.unpack('l')[0] != 0
   end
 end

 #============================================================================
 # ** System
 #----------------------------------------------------------------------------
 #  A class that manages an instance of FMOD::System
 #============================================================================
 
 class System
   #--------------------------------------------------------------------------
   # * Public Instance Variables
   #--------------------------------------------------------------------------
   attr_accessor :fmod               # Instance of DLL class (fmodex.dll)
   attr_accessor :handle             # Handle (pointer) to System object
   attr_accessor :maxChannels        # Maximum number of channels
   #--------------------------------------------------------------------------
   # * Object Initialization
   #     fmod            : An instance of DLL class
   #     maxChannels     : Maximum number of used channels
   #     flags           : FMOD_INITFLAGS
   #     extraDriverData : Driver specific data
   #--------------------------------------------------------------------------
   def initialize(theDLL, maxChannels = 32, flags = FMOD_INIT_NORMAL, extraDriverData = 0)
     @fmod = theDLL
     @maxChannels = maxChannels
     # Create and initialize FMOD::System
     temp = 0.chr * 4
     @fmod.invoke('System_Create', temp)
     @handle = @fmod.unpackInt(temp)
     @fmod.invoke('System_Init', @handle, maxChannels, flags, extraDriverData)
   end
   #--------------------------------------------------------------------------
   # * Create FMOD::Sound (fully loaded into memory by default)
   #     filename        : Name of file to open
   #     mode            : FMOD_MODE flags
   #--------------------------------------------------------------------------
   def createSound(filename, mode = FMOD_DEFAULT_SOFTWARWE)
     # Create sound and return it
     temp = 0.chr * 4
     result = @fmod.invoke('System_CreateSound', @handle, filename, mode, 0, temp)
     raise "File not found: \"#{filename}\"" if result == FMOD_ERR_FILE_NOT_FOUND
     newSound = Sound.new(self, @fmod.unpackInt(temp))
     return newSound
   end
   #--------------------------------------------------------------------------
   # * Create Streamed FMOD::Sound (chunks loaded on demand)
   #     filename        : Name of file to open
   #     mode            : FMOD_MODE flags
   #--------------------------------------------------------------------------
   def createStream(filename, mode = FMOD_DEFAULT_SOFTWARWE)
     # Create sound and return it
     temp = 0.chr * 4
     result = @fmod.invoke('System_CreateStream', @handle, filename, mode, 0, temp)
     raise "File not found: \"#{filename}\"" if result == FMOD_ERR_FILE_NOT_FOUND
     newSound = Sound.new(self, @fmod.unpackInt(temp))
     return newSound
   end
   #--------------------------------------------------------------------------
   # * Close And Release System
   #--------------------------------------------------------------------------
   def dispose
     if (@handle > 0)
       @fmod.invoke('System_Close', @handle)
       @fmod.invoke('System_Release', @handle)
       @handle = 0
     end
     @fmod = nil
   end
 end

 #============================================================================
 # ** Sound
 #----------------------------------------------------------------------------
 #  A class that manages an instance of FMOD::Sound
 #============================================================================
 
 class Sound
   #--------------------------------------------------------------------------
   # * Public Instance Variables
   #--------------------------------------------------------------------------
   attr_accessor :system             # System that created this Sound
   attr_accessor :fmod               # Instance of DLL class (fmodex.dll)
   attr_accessor :handle             # Handle (pointer) to Sound object
   #--------------------------------------------------------------------------
   # * Object Initialization
   #     theSystem       : The System that created this Sound object
   #     handle          : Handle to the FMOD::Sound object
   #--------------------------------------------------------------------------
   def initialize(theSystem, theHandle)
     @system = theSystem
     @fmod = theSystem.fmod
     @handle = theHandle
   end
   #--------------------------------------------------------------------------
   # * Play Sound
   #     paused          : Start paused?
   #     channel         : Channel allocated to sound (nil for automatic)
   #--------------------------------------------------------------------------
   def play(paused = false, channel = nil)
     # If channel wasn't specified, let FMOD pick a free one,
     # otherwise use the passed channel (id from 0 to maxChannels)
     unless channel
       temp = 0.chr * 4
     else
       temp = [channel].pack('l')
     end
     @fmod.invoke('System_PlaySound', @system.handle,
               (channel == nil) ? FMOD_CHANNEL_FREE : FMOD_CHANNEL_REUSE,
               @handle,
               (paused == true) ? 1 : 0,
               temp)
     theChannel = @fmod.unpackInt(temp)
     # Create a Channel object based on returned channel
     newChannel = Channel.new(self, theChannel)
     return newChannel
   end
   #--------------------------------------------------------------------------
   # * Get FMOD_MODE Bits
   #--------------------------------------------------------------------------
   def mode
     temp = 0.chr * 4
     @fmod.invoke('Sound_GetMode', @handle, temp)
     return @fmod.unpackInt(temp)
   end
   #--------------------------------------------------------------------------
   # * Set FMOD_MODE Bits
   #--------------------------------------------------------------------------
   def mode=(newMode)
     @fmod.invoke('Sound_SetMode', @handle, newMode)
   end
   #--------------------------------------------------------------------------
   # * Get FMOD_LOOP_MODE
   #--------------------------------------------------------------------------  
   def loopMode
     temp = 0.chr * 4
     @fmod.invoke('Sound_GetMode', @handle, temp)
     return @fmod.unpackInt(temp) & FMOD_LOOP_BITMASK
   end
   #--------------------------------------------------------------------------
   # * Set FMOD_LOOP_MODE
   #--------------------------------------------------------------------------  
   def loopMode=(newMode)
     @fmod.invoke('Sound_SetMode', @handle, (self.mode & ~FMOD_LOOP_BITMASK) | newMode)
   end
   #--------------------------------------------------------------------------
   # * Return Sound Length
   #--------------------------------------------------------------------------
   def length(unit = FMOD_DEFAULT_UNIT)
     temp = 0.chr * 4
     @fmod.invoke('Sound_GetLength', @handle, temp, unit)
     return @fmod.unpackInt(temp)
   end
   #--------------------------------------------------------------------------
   # * Set Loop Points
   #     first           : Loop start point in milliseconds
   #     second          : Loop end point in milliseconds
   #     unit            : FMOD_TIMEUNIT for points
   #--------------------------------------------------------------------------    
   def setLoopPoints(first, second, unit = FMOD_DEFAULT_UNIT)
     @fmod.invoke('Sound_SetLoopPoints', @handle, first, unit, second, unit)
   end
   #--------------------------------------------------------------------------
   # * Release Sound
   #--------------------------------------------------------------------------
   def dispose
     if (@handle > 0)
       @fmod.invoke('Sound_Release', @handle)
       @handle = 0
     end
     @fmod = nil
     @system = nil
   end
 end

 #============================================================================
 # ** Channel
 #----------------------------------------------------------------------------
 #  A class that represents an FMOD::Channel
 #============================================================================
 
 class Channel
   #--------------------------------------------------------------------------
   # * Public Instance Variables
   #--------------------------------------------------------------------------
   attr_accessor :system             # System that created the Sound
   attr_accessor :sound              # Sound using the Channel
   attr_accessor :fmod               # Instance of DLL class (fmodex.dll)
   attr_accessor :handle             # Handle (pointer) to Sound object
   #--------------------------------------------------------------------------
   # * Object Initialization
   #     theSound        : The Sound using this Channel object
   #     handle          : Handle to the FMOD::Channel object
   #--------------------------------------------------------------------------
   def initialize(theSound, theHandle)
     @sound = theSound
     @system = theSound.system
     @fmod = theSound.system.fmod
     @handle = theHandle
   end
   #--------------------------------------------------------------------------
   # * Stop Channel and Make it Available for Other Sounds
   #--------------------------------------------------------------------------
   def stop
     @fmod.invoke('Channel_Stop', @handle)
   end
   #--------------------------------------------------------------------------
   # * Is the Channel Handle Valid?
   #--------------------------------------------------------------------------
   def valid?
     temp = 0.chr * 4
     begin
       result = @fmod.invoke('Channel_IsPlaying', @handle, temp)
     rescue
       if (result == FMOD_ERR_INVALID_HANDLE)
         return false
       else
         raise
       end
     end
     # If we get here then it's valid
     return true
   end
   #--------------------------------------------------------------------------
   # * Is the Channel Playing?
   #--------------------------------------------------------------------------
   def playing?
     temp = 0.chr * 4
     @fmod.invoke('Channel_IsPlaying', @handle, temp)
     return @fmod.unpackBool(temp)
   end
   #--------------------------------------------------------------------------
   # * Get Channel Volume Level (0.0 -> 1.0)
   #--------------------------------------------------------------------------
   def volume
     temp = 0.chr * 4
     @fmod.invoke('Channel_GetVolume', @handle, temp)
     return @fmod.unpackFloat(temp)
   end
   #--------------------------------------------------------------------------
   # * Set Channel Volume Level (0.0 -> 1.0)
   #--------------------------------------------------------------------------
   def volume=(newVolume)
     @fmod.invoke('Channel_SetVolume', @handle, @fmod.convertFloat(newVolume))
   end
   #--------------------------------------------------------------------------
   # * Get Channel Pan Position (-1.0 -> 1.0)
   #--------------------------------------------------------------------------
   def pan
     temp = 0.chr * 4
     @fmod.invoke('Channel_GetPan', @handle, temp)
     return @fmod.unpackFloat(temp)
   end
   #--------------------------------------------------------------------------
   # * Set Channel Pan Position (-1.0 -> 1.0)
   #--------------------------------------------------------------------------
   def pan=(newPan)
     @fmod.invoke('Channel_SetPan', @handle, @fmod.convertFloat(newPan))
   end
   #--------------------------------------------------------------------------
   # * Get Channel Frequency in HZ (Speed/Pitch)
   #--------------------------------------------------------------------------
   def frequency
     temp = 0.chr * 4
     @fmod.invoke('Channel_GetFrequency', @handle, temp)
     return @fmod.unpackFloat(temp)
   end
   #--------------------------------------------------------------------------
   # * Set Channel Frequency in HZ (Speed/Pitch)
   #--------------------------------------------------------------------------
   def frequency=(newFrequency)
     @fmod.invoke('Channel_SetFrequency', @handle, @fmod.convertFloat(newFrequency))
   end
   #--------------------------------------------------------------------------
   # * Is Channel Paused?
   #--------------------------------------------------------------------------
   def paused
     temp = 0.chr * 4
     @fmod.invoke('Channel_GetPaused', @handle, temp)
     return @fmod.unpackBool(temp)
   end
   #--------------------------------------------------------------------------
   # * Pause Channel
   #--------------------------------------------------------------------------
   def paused=(newPaused)
     @fmod.invoke('Channel_SetPaused', @handle, (newPaused == true) ? 1 : 0)
   end
   #--------------------------------------------------------------------------
   # * Get Current Playback Position
   #     unit            : FMOD_TIMEUNIT to return position in
   #--------------------------------------------------------------------------  
   def position(unit = FMOD_DEFAULT_UNIT)
     temp = 0.chr * 4
     @fmod.invoke('Channel_GetPosition', @handle, temp, unit)
     return @fmod.unpackInt(temp)
   end
   #--------------------------------------------------------------------------
   # * Set Current Playback Position
   #     newPosition     : New playback position
   #     unit            : FMOD_TIMEUNIT to use when setting position
   #--------------------------------------------------------------------------    
   def position=(newPosition, unit = FMOD_DEFAULT_UNIT)
     @fmod.invoke('Channel_SetPosition', @handle, newPosition, unit)
   end
   #--------------------------------------------------------------------------
   # * Dispose of Channel
   #--------------------------------------------------------------------------  
   def dispose
     @handle = 0
     @sound = nil
     @system = nil
     @fmod = nil
   end
 end
 
end

#==============================================================================
# ** FMod
#------------------------------------------------------------------------------
#  A higher level module to access FMOD Ex
#==============================================================================

module FMod
 
 #============================================================================
 # ** SoundFile
 #----------------------------------------------------------------------------
 #  Represents a Sound file (BGM, BGS, SE, etc.) and associated Channel
 #============================================================================
 
 class SoundFile
   #--------------------------------------------------------------------------
   # * Public Instance Variables
   #--------------------------------------------------------------------------
   attr_accessor :name                     # File name
   attr_accessor :sound                    # FModEx::Sound object
   attr_accessor :channel                  # Channel playing sound
   attr_accessor :volume                   # Volume in RPG::AudioFile format
   attr_accessor :pitch                    # Pitch in RPG::AudioFile format
   attr_accessor :looping                  # Sound loops
   attr_accessor :streaming                # Sound is streamed
   attr_accessor :length                   # Sound length in milliseconds
   #--------------------------------------------------------------------------
   # * Object Initialization
   #--------------------------------------------------------------------------
   def initialize(name, sound, channel, volume, pitch, looping, streaming, length)
     @name = name
     @sound = sound
     @channel = channel
     @volume = volume
     @pitch = pitch
     @looping = looping
     @streaming = streaming
     @length = length
   end
 end
 #--------------------------------------------------------------------------
 # * Instance Variables
 #--------------------------------------------------------------------------
 @fmod_dll = FModEx::DLL.new               # The FMOD Ex DLL
 @fmod = FModEx::System.new(@fmod_dll)     # The global System object
 @fmod_se = []                             # Array of Sound Effects
 @rtp_folder = nil                         # Name of RTP folder
 #--------------------------------------------------------------------------
 # * Get Path of RTP Folder From Registry
 #--------------------------------------------------------------------------
 def self.getRTPFolder
   if @rtp_folder
     return @rtp_folder
   end
   open_key = Win32API.new('advapi32.dll', 'RegOpenKeyExA', 'LPLLP', 'L')
   query_value = Win32API.new('advapi32.dll', 'RegQueryValueExA', 'LPLPPP', 'L')
   close_key = Win32API.new('advapi32', 'RegCloseKey', 'L', 'L')
   key = 0.chr * 4
   # Open a HKEY_LOCAL_MACHINE with KEY_READ attribute and save handle in key
   open_key.call(0x80000002, 'Software\Enterbrain\RGSS\RTP', 0, 0x20019, key)
   key = @fmod_dll.unpackInt(key)
   type = 0.chr * 4
   size = 0.chr * 4
   # Query to get string size
   query_value.call(key, 'Standard', 0, type, 0, size)
   data = ' ' * @fmod_dll.unpackInt(size)
   # Query the string value itself using size
   query_value.call(key, 'Standard', 0, type, data, size)
   @rtp_folder = data.chop
   close_key.call(key)
   # Make sure the directory ends with a backslash
   @rtp_folder += "\\" if @rtp_folder[-1].chr != "\\"
   return @rtp_folder
 end
 #--------------------------------------------------------------------------
 # * Return Proper File Name (With Extensions)
 #     name            : Name of the file
 #     extensions      : Extensions to add to file name
 #--------------------------------------------------------------------------
 def self.checkExtensions(name, extensions)
   if FileTest.exist?(name)
     return name
   end
   # Add extension if needed
   extensions.each do |ext|
     if FileTest.exist?(name + '.' + ext)
       return name + '.' + ext
     end
   end
   # File doesn't exist
   return name
 end
 #--------------------------------------------------------------------------
 # * Get Valid File Name
 #     name            : Name of the file
 #--------------------------------------------------------------------------
 def self.selectBGMFilename(name)
   name = name.gsub("/", "\\")
   # See if file exists in game folder
   localname = self.checkExtensions(name, FModEx::FMOD_FILE_TYPES)
   # See if file exists in RTP
   commonname = self.checkExtensions(getRTPFolder + name, FModEx::FMOD_FILE_TYPES)
   if FileTest.exist?(localname)
     return localname
   end
   if FileTest.exist?(commonname)
     return commonname
   end
   # An invalid name was provided
   return name
 end
 #--------------------------------------------------------------------------
 # * Play a Sound File Then Return it
 #     name            : Name of the file
 #     volume          : Channel volume
 #     pitch           : Channel frequency
 #     position        : Starting position in milliseconds
 #     looping         : Does the sound loop?
 #     streaming       : Stream sound or load whole thing to memory?
 #--------------------------------------------------------------------------
 def self.play(name, volume, pitch, position, looping, streaming)
   # Get a valid file name
   filename = self.selectBGMFilename(name)
   # Create Sound or Stream and set initial values
   sound = streaming ? @fmod.createStream(filename) : @fmod.createSound(filename)
   sound.loopMode = looping ? FModEx::FMOD_LOOP_NORMAL : FModEx::FMOD_LOOP_OFF
   channel = sound.play
   volume = volume * 1.0
   pitch = pitch * 1.0
   file_length = sound.length(FModEx::FMOD_DEFAULT_UNIT)
   sound_file = SoundFile.new(filename, sound, channel, volume,
                               pitch, looping, streaming, file_length)
   sound_file.channel.volume = volume / 100.0
   sound_file.channel.frequency = sound_file.channel.frequency * pitch / 100
   sound_file.channel.position = position
   return sound_file
 end
 #--------------------------------------------------------------------------
 # * Stop and Dispose of Sound File
 #--------------------------------------------------------------------------
 def self.stop(sound_file)
   unless sound_file and sound_file.channel
     return
   end
   # Stop channel, then clear variables and dispose of bgm
   sound_file.channel.stop
   sound_file.channel = nil
   sound_file.sound.dispose
 end
 #--------------------------------------------------------------------------
 # * Return Length in Milliseconds
 #--------------------------------------------------------------------------
 def self.get_length(sound_file, unit = FModEx::FMOD_DEFAULT_UNIT)
   return sound_file.length(unit)
 end
 #--------------------------------------------------------------------------
 # * Check if Another Sound File is Playing
 #--------------------------------------------------------------------------
 def self.already_playing?(sound_file, name, position = 0)
   # Get a valid file name
   filename = self.selectBGMFilename(name)
   if (sound_file)
     # If the same sound file is already playing don't play it again
     if (sound_file.name == filename and position == 0)
       return true
     end
     # If another sound file is playing, stop it
     if sound_file.channel
       self.stop(sound_file)
     end
   end
   # No sound file is playing or it was already stopped
   return false
 end
 #--------------------------------------------------------------------------
 # * Check if Sound File is Playing
 #--------------------------------------------------------------------------  
 def self.playing?(sound_file)
   unless sound_file and sound_file.channel
     return false
   end
   return sound_file.channel.playing?
 end
 #--------------------------------------------------------------------------
 # * Get Current Sound File Playing Position
 #--------------------------------------------------------------------------
 def self.get_position(sound_file)
   unless sound_file and sound_file.channel
     return 0
   end
   return sound_file.channel.position
 end
 #--------------------------------------------------------------------------
 # * Seek to a New Sound File Playing Position
 #--------------------------------------------------------------------------
 def self.set_position(sound_file, new_pos)
   unless sound_file and sound_file.channel
     return
   end
   sound_file.channel.position = new_pos
 end
 #--------------------------------------------------------------------------
 # * Get Current Sound File Volume
 #--------------------------------------------------------------------------
 def self.get_volume(sound_file)
   unless sound_file
     return 0
   end
   return sound_file.volume
 end
 #--------------------------------------------------------------------------
 # * Set Sound File Volume
 #--------------------------------------------------------------------------
 def self.set_volume(sound_file, volume)
   unless sound_file and sound_file.channel
     return
   end
   sound_file.volume = volume * 1.0
   sound_file.channel.volume = volume / 100.0
 end
 #--------------------------------------------------------------------------
 # * Set Loop Points
 #     first           : Loop start point in milliseconds
 #     second          : Loop end point in milliseconds (-1 for file end)
 #     unit            : FMOD_TIMEUNIT for points
 #--------------------------------------------------------------------------
 def self.set_loop_points(sound_file, first, second, unit = FModEx::FMOD_DEFAULT_UNIT)
   unless sound_file and sound_file.channel
     return
   end
   # If second is -1 then set loop end to the file end
   if second == -1
     second = sound_file.length - 1
   end
   # Set loop points and reflush stream buffer
   sound_file.channel.sound.setLoopPoints(first, second, unit)
   sound_file.channel.position = sound_file.channel.position
   return sound_file
 end
 #--------------------------------------------------------------------------
 # * Play BGM (or ME)
 #     name            : Name of the file
 #     volume          : Channel volume
 #     pitch           : Channel frequency
 #     position        : Starting position in milliseconds
 #     looping         : Does the BGM loop?
 #--------------------------------------------------------------------------
 def self.bgm_play(name, volume, pitch, position = 0, looping = true)
   return if self.already_playing?(@fmod_bgm, name, position)
   # Now play the new BGM as a stream
   @fmod_bgm = self.play(name, volume, pitch, position, looping, true)
 end
 #--------------------------------------------------------------------------
 # * Stop and Dispose of BGM
 #--------------------------------------------------------------------------
 def self.bgm_stop
   self.stop(@fmod_bgm)
   @fmod_bgm = nil
 end
 #--------------------------------------------------------------------------
 # * Return BGM Length in Milliseconds
 #--------------------------------------------------------------------------
 def self.bgm_length(sound_file)
   self.get_length(@fmod_bgm)
 end
 #--------------------------------------------------------------------------
 # * Check if a BGM is Playing
 #--------------------------------------------------------------------------  
 def self.bgm_playing?
   return self.playing?(@fmod_bgm)
 end
 #--------------------------------------------------------------------------
 # * Get Current BGM Playing Position
 #--------------------------------------------------------------------------
 def self.bgm_position
   return self.get_position(@fmod_bgm)
 end
 #--------------------------------------------------------------------------
 # * Seek to New BGM Playing Position
 #--------------------------------------------------------------------------
 def self.bgm_position=(new_pos)
   self.set_position(@fmod_bgm, new_pos)
 end
 #--------------------------------------------------------------------------
 # * Get Current BGM Volume
 #--------------------------------------------------------------------------
 def self.bgm_volume
   return self.get_volume(@fmod_bgm)
 end
 #--------------------------------------------------------------------------
 # * Set BGM Volume
 #--------------------------------------------------------------------------
 def self.bgm_volume=(volume)
   self.set_volume(@fmod_bgm, volume)
 end
 #--------------------------------------------------------------------------
 # * Set Loop Points
 #     first           : Loop start point in milliseconds
 #     second          : Loop end point in milliseconds
 #     unit            : FMOD_TIMEUNIT for points
 #--------------------------------------------------------------------------
 def self.bgm_set_loop_points(first, second, unit = FModEx::FMOD_DEFAULT_UNIT)
   @fmod_bgm = self.set_loop_points(@fmod_bgm, first, second, unit)
 end
 #--------------------------------------------------------------------------
 # * Play BGS
 #     name            : Name of the file
 #     volume          : Channel volume
 #     pitch           : Channel frequency
 #     position        : Starting position in milliseconds
 #     looping         : Does the BGS loop?
 #--------------------------------------------------------------------------
 def self.bgs_play(name, volume, pitch, position = 0, looping = true)
   return if self.already_playing?(@fmod_bgs, name, position)
   # Now play the new BGS as a stream
   @fmod_bgs = self.play(name, volume, pitch, position, looping, true)
 end
 #--------------------------------------------------------------------------
 # * Stop and Dispose of BGS
 #--------------------------------------------------------------------------
 def self.bgs_stop
   self.stop(@fmod_bgs)
   @fmod_bgs = nil
 end
 #--------------------------------------------------------------------------
 # * Return BGS Length in Milliseconds
 #--------------------------------------------------------------------------
 def self.bgm_length(sound_file)
   self.get_length(@fmod_bgs)
 end
 #--------------------------------------------------------------------------
 # * Check if a BGS is Playing
 #--------------------------------------------------------------------------  
 def self.bgs_playing?
   return self.playing?(@fmod_bgs)
 end
 #--------------------------------------------------------------------------
 # * Get Current BGS Playing Position
 #--------------------------------------------------------------------------
 def self.bgs_position
   return self.get_position(@fmod_bgs)
 end
 #--------------------------------------------------------------------------
 # * Seek to New BGS Playing Position
 #--------------------------------------------------------------------------
 def self.bgs_position=(new_pos)
   self.set_position(@fmod_bgs, new_pos)
 end
 #--------------------------------------------------------------------------
 # * Get Current BGS Volume
 #--------------------------------------------------------------------------
 def self.bgs_volume
   return self.get_volume(@fmod_bgs)
 end
 #--------------------------------------------------------------------------
 # * Set BGS Volume
 #--------------------------------------------------------------------------
 def self.bgs_volume=(volume)
   self.set_volume(@fmod_bgs, volume)
 end
 #--------------------------------------------------------------------------
 # * Set Loop Points
 #     first           : Loop start point in milliseconds
 #     second          : Loop end point in milliseconds
 #     unit            : FMOD_TIMEUNIT for points
 #--------------------------------------------------------------------------
 def self.bgs_set_loop_points(first, second, unit = FModEx::FMOD_DEFAULT_UNIT)
   @fmod_bgs = self.set_loop_points(@fmod_bgs, first, second, unit)
 end
 #--------------------------------------------------------------------------
 # * Play SE
 #     name            : Name of the file
 #     volume          : Channel volume
 #     pitch           : Channel frequency
 #--------------------------------------------------------------------------
 def self.se_play(name, volume, pitch)
   if @fmod_se.size > @fmod.maxChannels
     se = @fmod_se.shift
     self.stop(se)
   end
   # Load SE into memory and play it
   @fmod_se << self.play(name, volume, pitch, 0, false, false)
 end
 #--------------------------------------------------------------------------
 # * Stop and Dispose of all SEs
 #--------------------------------------------------------------------------
 def self.se_stop
   for se in @fmod_se
     self.stop(se)
   end
   @fmod_se.clear
 end
 #--------------------------------------------------------------------------
 # * Get Rid of Non-Playing SEs
 #--------------------------------------------------------------------------  
 def self.se_clean
   for se in @fmod_se
     unless self.playing?(se)
       self.stop(se)
       @fmod_se.delete(se)
     end
   end
 end
 #--------------------------------------------------------------------------
 # * Check if There's Some SE in SE Array
 #--------------------------------------------------------------------------  
 def self.se_list_empty?
   return @fmod_se.empty?
 end
 #--------------------------------------------------------------------------
 # * Dispose of Everything
 #--------------------------------------------------------------------------  
 def self.dispose
   self.bgm_stop
   self.bgs_stop
   self.se_stop
   @fmod.dispose
 end
end

#==============================================================================
# ** Audio
#------------------------------------------------------------------------------
#  The module that carries out music and sound processing.
#==============================================================================

module Audio
 #--------------------------------------------------------------------------
 # * Constants
 #--------------------------------------------------------------------------
 BGM_FADE_IN_INCREMENT = 5     # BGM volume incremented 0.2 seconds
 #--------------------------------------------------------------------------
 # * Instance Variables
 #--------------------------------------------------------------------------
 @bgm_fading_out = false       # BGM started fading out
 @bgm_fade_decrement = 0.0     # BGM volume decremented each update
 @bgs_fading_out = false       # BGS started fading out
 @bgs_fade_decrement = 0.0     # BGS volume decremented each update
 @me_fading_out = false        # ME started fading out
 @me_fade_decrement = 0.0      # ME volume decremented each update
 @me_playing = false           # Is some ME playing?
 @playing_bgm = nil            # BGM currently being played
 @next_bgm = nil               # The BGM to be played after fading out
 @next_bgm_position = 0        # Starting position of next bgm
 @next_bgs = nil               # The BGS to be played after fading out
 @next_bgs_position = 0        # Starting position of next bgm
 @next_me = nil                # The ME to be played after fading
 #--------------------------------------------------------------------------
 # * Starts BGM Playback
 #     name            : Name of the file
 #     volume          : Channel volume
 #     pitch           : Channel frequency
 #     position        : Starting position in milliseconds
 #--------------------------------------------------------------------------
 def Audio.bgm_play(filename, volume = 100, pitch = 100, position = 0,
                     fade_in = false)
   if @bgm_fading_out and !fade_in
     @next_bgm = RPG::AudioFile.new(filename, volume, pitch)
     @next_bgm_position = position
     return
   end
   start_volume = volume
   if fade_in
     @bgm_target_volume = volume unless @bgm_fading_in
     @bgm_fading_in = true
     start_volume = 0
   end
   @bgm_fading_out = false
   # If a ME is playing we wait until it's over before playing BGM
   unless @me_playing
     FMod::bgm_play(filename, start_volume, pitch, position)
   end
   @playing_bgm = RPG::AudioFile.new(filename, volume, pitch)
   @memorized_bgm = @playing_bgm
   @memorized_bgm_position = position
 end
 #--------------------------------------------------------------------------
 # * Stops BGM Playback
 #--------------------------------------------------------------------------
 def Audio.bgm_stop
   @memorized_bgm = nil
   @playing_bgm = nil
   @bgm_fading_in = false
   @bgm_fading_out = false
   # MEs are internally BGMs, but are stopped with me_stop instead
   if @me_playing
     return
   end
   FMod::bgm_stop
 end
 #--------------------------------------------------------------------------
 # * Starts BGM fadeout.
 #     time            : Length of the fadeout in milliseconds.
 #--------------------------------------------------------------------------
 def Audio.bgm_fade(time)
   return if @me_playing or !FMod::bgm_playing?
   @bgm_fading_out = true
   time = time / 1000
   @bgm_fade_decrement = FMod::bgm_volume / (time * 5)
 end
 #--------------------------------------------------------------------------
 # * Starts BGS Playback
 #     name            : Name of the file
 #     volume          : Channel volume
 #     pitch           : Channel frequency
 #     position        : Starting position in milliseconds
 #--------------------------------------------------------------------------
 def Audio.bgs_play(filename, volume = 100, pitch = 100, position = 0)
   if @bgs_fading_out
     @next_bgs = RPG::AudioFile.new(filename, volume, pitch)
     @next_bgs_position = position
     return
   end
   FMod::bgs_play(filename, volume, pitch, position)
 end
 #--------------------------------------------------------------------------
 # * Stops BGS Playback
 #--------------------------------------------------------------------------
 def Audio.bgs_stop
   FMod::bgs_stop
   @bgs_fading_out = false
 end
 #--------------------------------------------------------------------------
 # * Starts BGS fadeout.
 #     time            : Length of the fadeout in milliseconds.
 #--------------------------------------------------------------------------
 def Audio.bgs_fade(time)
   return unless FMod::bgs_playing?
   @bgs_fading_out = true
   time = time / 1000
   @bgs_fade_decrement = FMod::bgs_volume / (time * 5)
 end
 #--------------------------------------------------------------------------
 # * Starts ME Playback
 #     name            : Name of the file
 #     volume          : Channel volume
 #     pitch           : Channel frequency
 #--------------------------------------------------------------------------
 def Audio.me_play(filename, volume = 100, pitch = 100)
   if @me_fading_out
     @next_me = RPG::AudioFile.new(filename, volume, pitch)
     return
   end
   if @bgm_fading_out
     self.bgm_stop
   end
   # Memorize playing bgm
   if @playing_bgm and !@me_playing
     bgm = @playing_bgm
     @playing_bgm = RPG::AudioFile.new(bgm.name, FMod::bgm_volume, bgm.pitch)
     @memorized_bgm = @playing_bgm
     @memorized_bgm_position = FMod::bgm_position
   end
   @me_playing = true
   FMod::bgm_play(filename, volume, pitch, 0, false)
 end
 #--------------------------------------------------------------------------
 # * Stops ME Playback
 #--------------------------------------------------------------------------
 def Audio.me_stop
   return unless @me_playing
   @me_playing = false
   @me_fading_out = false
   # Play memorized bgm, fading in
   if @memorized_bgm and !@bgm_fading_out
     bgm = @memorized_bgm
     self.bgm_play(bgm.name, bgm.volume, bgm.pitch, @memorized_bgm_position, true)
   else
     self.bgm_stop
   end
 end
 #--------------------------------------------------------------------------
 # * Starts ME fadeout.
 #     time            : Length of the fadeout in milliseconds.
 #--------------------------------------------------------------------------
 def Audio.me_fade(time)
   return unless FMod::bgm_playing?
   @me_fading_out = true
   time = time / 1000
   @bgm_fade_decrement = FMod::bgm_volume / (time * 5)
 end
 #--------------------------------------------------------------------------
 # * Starts SE Playback
 #     name            : Name of the file
 #     volume          : Channel volume
 #     pitch           : Channel frequency
 #--------------------------------------------------------------------------
 def Audio.se_play(filename, volume = 100, pitch = 100)
   FMod::se_play(filename, volume, pitch)
 end
 #--------------------------------------------------------------------------
 # * Stops SE Playback
 #--------------------------------------------------------------------------
 def Audio.se_stop
   FMod::se_stop
 end
 #--------------------------------------------------------------------------
 # * Update ME Playback, SE Disposal and Fading, Called Each Frame
 #--------------------------------------------------------------------------
 def Audio.update
   # Stop ME when it's over (and continue playing BGM)
   if @me_playing
     unless FMod::bgm_playing?
       self.me_stop
     end
   end
   # Remove any finished SEs
   unless FMod::se_list_empty?
     FMod::se_clean
   end
   if @bgm_fading_in
     # Stop fading when target is reached, otherwise increase volume
     if FMod::bgm_volume >= @bgm_target_volume
       @bgm_fading_in = false
     else
       current_volume = FMod::bgm_volume + BGM_FADE_IN_INCREMENT
       FMod::bgm_volume = current_volume
     end
   end
   if FMod::bgm_playing? and @bgm_fading_out and
       !@me_playing
     if FMod::bgm_volume <= 0
       @bgm_fading_out = false
       self.bgm_stop
       # If another BGM played while fading out, play it (most recent)
       if @next_bgm
         self.bgm_play(@next_bgm.name, @next_bgm.volume,
                       @next_bgm.pitch, @next_bgm_position)
         @next_bgm = nil
       end
     else
       current_volume = FMod::bgm_volume - @bgm_fade_decrement
       FMod::bgm_volume = current_volume
     end
   end
   if FMod::bgs_playing? and @bgs_fading_out
     if FMod::bgs_volume <= 0
       @bgs_fading_out = false
       self.bgs_stop
       # If another BGS played while fading out, play it (most recent)
       if @next_bgs
         self.bgs_play(@next_bgs.name, @next_bgs.volume,
                       @next_bgs.pitch, @next_bgs_position)
         @next_bgs = nil
       end
     else
       current_volume = FMod::bgs_volume - @bgs_fade_decrement
       FMod::bgs_volume = current_volume
     end
   end
   if FMod::bgm_playing? and @me_fading_out
     if FMod::bgm_volume <= 0
       # If another ME played while fading out, play it (most recent)
       if @next_me
         self.me_play(@next_me.name, @next_me.volume, @next_me.pitch)
         @next_me = nil
       else
         @me_fading_out = false
         self.me_stop
       end
     else
       current_volume = FMod::bgm_volume - @bgm_fade_decrement
       FMod::bgm_volume = current_volume
     end
   end
 end
end

# Create an endless loop to update Audio module
Thread.new do
 loop do
   sleep 0.2
   Audio.update
 end
end
6
Alright, I converted 2 minutes plus songs to mp3 and its better now. Though that midi performance still annoys me :P
7
Quote from: ForeverZer0 on March 22, 2014, 12:39:21 pm
Quote from: ThatsBad on March 22, 2014, 12:21:28 pm
Yeah, thats what Im trying to avoid. Its about a 50mb difference vs mp3s.
Thanks for the reply anyways :)


You could likely use some different tools to adjust the compression settings to reduce that difference in file size, but yeah, typically OGG is going to be smaller...


I guess Audacity works fine here.
I'm also looking at the FModEx script but I can't seem to fix the .mid problem at all.
8
Quote from: ForeverZer0 on March 22, 2014, 12:12:45 pm
Not without a custom made library to replace playing using the RMXP player. Easiest thing to do would be convert the OGG to MP3, since the player supports streaming MP3, that would fix your issue.  Only drawback is that oftentimes MP3s tend to be a little bigger than OGG.


Yeah, thats what Im trying to avoid. Its about a 50mb difference vs mp3s.
Thanks for the reply anyways :)
9
Script Requests / [XP] Pre-loading/caching Audio?
March 22, 2014, 10:28:44 am
Hi,

Is such thing possible? I want to eliminate some performance issues due to highly compressed ogg files.
I tried FModEx(as an audio module replacement), it works perfectly but denies to work correctly with .mid files(Turbo pitch?).

Oh and if its possible, I'm only looking to preload the BGM folder.