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- #==============================================================================
- # ** 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
- #==============================================================================
- # ** Game_System
- #------------------------------------------------------------------------------
- # This class handles data surrounding the system. Backround music, etc.
- # is managed here as well. Refer to "$game_system" for the instance of
- # this class.
- #==============================================================================
- class Game_System
- #--------------------------------------------------------------------------
- # * Play Background Music
- # bgm : background music to be played
- #--------------------------------------------------------------------------
- ############################################################################
- # ADDED pos (POSITION) AS PARAMETER TO METHOD
- ############################################################################
- def bgm_play(bgm, pos = 0)
- @playing_bgm = bgm
- if bgm != nil and bgm.name != ""
- Audio.bgm_play("Audio/BGM/" + bgm.name, bgm.volume, bgm.pitch, pos)
- ############################################################################
- else
- Audio.bgm_stop
- end
- Graphics.frame_reset
- end
- #--------------------------------------------------------------------------
- # * Memorize Background Music
- #--------------------------------------------------------------------------
- alias :fmodex_old_system_bgm_memorize :bgm_memorize unless $@
- def bgm_memorize
- fmodex_old_system_bgm_memorize
- @bgm_memorized_position = FMod::bgm_position
- end
- #--------------------------------------------------------------------------
- # * Restore Background Music
- #--------------------------------------------------------------------------
- def bgm_restore
- ############################################################################
- # ADDED @bgm_memorized_position AS PARAMETER TO METHOD
- ############################################################################
- bgm_play(@memorized_bgm, @bgm_memorized_position)
- ############################################################################
- end
- #--------------------------------------------------------------------------
- # * Play Background Sound
- # bgs : background sound to be played
- #--------------------------------------------------------------------------
- ############################################################################
- # ADDED pos (POSITION) AS PARAMETER TO METHOD
- ############################################################################
- def bgs_play(bgs, pos = 0)
- @playing_bgs = bgs
- if bgs != nil and bgs.name != ""
- Audio.bgs_play("Audio/BGS/" + bgs.name, bgs.volume, bgs.pitch, pos)
- ############################################################################
- else
- Audio.bgs_stop
- end
- Graphics.frame_reset
- end
- #--------------------------------------------------------------------------
- # * Stop Background Sound
- #--------------------------------------------------------------------------
- def bgs_stop
- @playing_bgs = nil
- Audio.bgs_stop
- end
- #--------------------------------------------------------------------------
- # * Memorize Background Sound
- #--------------------------------------------------------------------------
- alias :fmodex_old_system_bgs_memorize :bgs_memorize unless $@
- def bgs_memorize
- fmodex_old_system_bgs_memorize
- @bgs_memorized_position = FMod::bgs_position
- end
- #--------------------------------------------------------------------------
- # * Restore Background Sound
- #--------------------------------------------------------------------------
- def bgs_restore
- ############################################################################
- # ADDED @bgs_memorized_position AS PARAMETER TO METHOD
- ############################################################################
- bgs_play(@memorized_bgs, @bgs_memorized_position)
- ############################################################################
- end
- end
- class Game_Temp
- attr_accessor :map_bgm_pos
- alias :fmodex_old_temp_initialize :initialize unless $@
- def initialize
- fmodex_old_temp_initialize
- @map_bgm_pos = 0
- end
- end
- class Scene_Map
- alias :fmodex_old_map_call_battle :call_battle unless $@
- def call_battle
- $game_temp.map_bgm_pos = FMod.bgm_position
- fmodex_old_map_call_battle
- end
- end
- class Scene_Battle
- def judge
- # If all dead determinant is true, or number of members in party is 0
- if $game_party.all_dead? or $game_party.actors.size == 0
- # If possible to lose
- if $game_temp.battle_can_lose
- ############################################################################
- # ADDED $game_temp.map_bgm_pos AS 2ND PARAMETE TO bgm_play
- ############################################################################
- # Return to BGM before battle starts
- $game_system.bgm_play($game_temp.map_bgm, $game_temp.map_bgm_pos)
- ############################################################################
- # Battle ends
- battle_end(2)
- # Return true
- return true
- end
- # Set game over flag
- $game_temp.gameover = true
- # Return true
- return true
- end
- # Return false if even 1 enemy exists
- for enemy in $game_troop.enemies
- if enemy.exist?
- return false
- end
- end
- # Start after battle phase (win)
- start_phase5
- # Return true
- return true
- end
- def start_phase5
- # Shift to phase 5
- @phase = 5
- ############################################################################
- # ADDED $game_temp.map_bgm_pos AS 2ND PARAMETE TO bgm_play
- # AND SWITCHED PLAY ORDER SO BGM IS PLAYED FIRST
- ############################################################################
- # Return to BGM before battle started
- $game_system.bgm_play($game_temp.map_bgm, $game_temp.map_bgm_pos)
- # Play battle end ME
- $game_system.me_play($game_system.battle_end_me)
- ############################################################################
- # Initialize EXP, amount of gold, and treasure
- exp = 0
- gold = 0
- treasures = []
- # Loop
- for enemy in $game_troop.enemies
- # If enemy is not hidden
- unless enemy.hidden
- # Add EXP and amount of gold obtained
- exp += enemy.exp
- gold += enemy.gold
- # Determine if treasure appears
- if rand(100) < enemy.treasure_prob
- if enemy.item_id > 0
- treasures.push($data_items[enemy.item_id])
- end
- if enemy.weapon_id > 0
- treasures.push($data_weapons[enemy.weapon_id])
- end
- if enemy.armor_id > 0
- treasures.push($data_armors[enemy.armor_id])
- end
- end
- end
- end
- # Treasure is limited to a maximum of 6 items
- treasures = treasures[0..5]
- # Obtaining EXP
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- if actor.cant_get_exp? == false
- last_level = actor.level
- actor.exp += exp
- if actor.level > last_level
- @status_window.level_up(i)
- end
- end
- end
- # Obtaining gold
- $game_party.gain_gold(gold)
- # Obtaining treasure
- for item in treasures
- case item
- when RPG::Item
- $game_party.gain_item(item.id, 1)
- when RPG::Weapon
- $game_party.gain_weapon(item.id, 1)
- when RPG::Armor
- $game_party.gain_armor(item.id, 1)
- end
- end
- # Make battle result window
- @result_window = Window_BattleResult.new(exp, gold, treasures)
- # Set wait count
- @phase5_wait_count = 100
- end
- def update_phase5
- # If wait count is larger than 0
- if @phase5_wait_count > 0
- # Decrease wait count
- @phase5_wait_count -= 1
- # If wait count reaches 0
- if @phase5_wait_count == 0
- # Show result window
- @result_window.visible = true
- # Clear main phase flag
- $game_temp.battle_main_phase = false
- # Refresh status window
- @status_window.refresh
- end
- return
- end
- # If C button was pressed
- if Input.trigger?(Input::C)
- ############################################################################
- # REMOVED $game_system.play_bgm BECAUSE IT'S DONE AUTOMATICALLY
- # WHEN ME IS DONE PLAYING
- ############################################################################
- ############################################################################
- # Battle ends
- battle_end(0)
- end
- end
- end
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