BGM question.

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Started by ChristianCrossX 20 posts View original ↗
  1. Ok so I have an event that happens in one map, at a point a difrent BGM begins playing.

    The player takes control and chases some one of the map in to another map.

    How do I get the music transition to be smooth from the first map to the second?

    The maps are:

    1)Barn

    2)Town

    The town has it's normal Town BGM running. I know it's save BGM and replay. But there is like a second where you can still hear the town BGM. The event in the town is set to outo run so the moment he steps outside the music begins.

    Is there a way to remove that moment where the town music is still playing?
  2. Have you tried turning off the BGM music once the event starts? Silly question, I know, but it could be that both are trying to play at the same time.

    If you have tried that, could you post screenshots of the related event pages?
  3. The town BGM music? That's from the map properties, how do I turn it of from events?
  4. Music and Sounds > Fadeout BGM. That will shut off the current song over the course of  time that you set (how long it takes to fade out). You can then play the new music, and after the event, fade it out, then put the normal music back on.

    I'm assuming that the Barn has the same property on the map?

    Edit: Okay, so I got it to work this way.

    In the section you have your Transfer Player, where you are moving them from one map to the other, have it read: 

    Fadeout BGM (1 sec)

    Transfer Player to (x)

    Play BGM for chase

    In the second it takes for your screen to fade out and in, the former music is faded out and the new put in its place. Because the game is waiting for the transfer to complete, the music plays when the player is in the new area only.

    After the chase event, you will need to replay the normal music when you want it to return.
  5. If that means that when he exits the barn he is back in the town than yes.
  6. I've edited my post. Let me know if it solved the issue for you.
  7. LIke this?

    If yes, it still has a second where you hear the Town BGM.

    This is the transfer event that takes him back to town after the scene in the barn.

    The scene does not end with a transfer by the way, The player regains control and runs out.

    BGM.png
  8. It's playing the town music again because you've set it to replay the BGM. Remove that line and it should be fine, assuming the next area is the music you want to be playing.
  9. No sorry it won't work. I did remove the line and still same. I hear the town music before the music i want, also it does not continue from the place where it stoped in just begins the trak all over.
  10. Is the barn area's map property set to 'autochange bgm'?
  11. no
  12. Please attach the related events as you have them.
  13. from left to right.

    transfer event, barn map properties, event in the barn, event outside once he leaves the barn.

    it should be, event in the barn happens then he chases the person outside so he steps on the transfer to be sent back to town where another outo run event happens.

    Bgm_001.png

    bgm2.png

    bgm3.png

    bgm4.png
  14. You need to put "wait"s after the music fadeout, otherwise it'll just immediately jump to the next music. You can kind of tweak it, where you fade out the music, fade out the SCREEN, wait, then transfer. So the music fades with the screen, rather than fading out, pause, fade screen, etc.
  15. I've ran into the same problem, and one solution I did was I set the map bgm to none, but every time the player transitions to the map I set the map bgm after the transition event inside the event where they change maps. This way I can start the map bgm after the events, and since the map defaults to killing the current music, the game will kill the current music, then start the event music now. Just make sure to set the bgm at all entry points to the map though, or else it will be silent if you come in that way.

    Its not elegant, but it works.
  16. Like this? That still gives the town music.

    bgm5.png
  17. Yes -- But it says that you're transferring to the Forest, but you don't show that map in the screenshots. That doesn't have auto-BGM? And why are you playing music after transferring? If you transfer it shouldn't get to that line, I think (or is that the same map you're on?).
  18. Yes it's the same map, Twe and Turufin Forest are on the same map and habe auto-bgm on. If I don't put the play BGM it won't play anything except the town music. When I put the line in it play a bit of the town musc the switches to the BGM I wanted. I'm transfering from one map to another.

    Barn->Town and forest map.
  19. Okay, well you could remove the auto-bgm, and simply start it with an event. Without actually trying it out, I'm not sure what's wrong, but that might fix it. I guess the issue is that when you TRANSFER it's restarting the auto-bgm, even though it's the same map. So maybe you'll have to do it this way.
  20. Ok so how do i do that? like i know how to make a play-bgm event and set to auto run, but how do i get it to be the default bgm? so that after every event with difrent music it returns to the town bgm.