Description
Dynamically plays sound effects, while text messages are printed.
Author
Iavra
Parameters
@param Enable Text Sounds
@desc Controls, if text sounds should be played at all. Default: true
@default true
@param Sound Name
@desc Sound effect to be played, when text is displayed. Can be changed for each text individually.
@default Cursor1
@param Sound Pan
@desc Value to be used as sound pan. Default: 0
@default 0
@param Sound Pitch
@desc Value to be used as sound pitch. Default: 100
@default 100
@param Sound Volume
@desc Volume of the played sound. Default: 100
@default 100
@param Interval
@desc How often the sound effect should be played. Only specify a value of 1 or higher. Default: 1
@default 1
@param Limit
@desc Only process the first X characters. A value less than 0 removes the limitation. Default: -1
@default -1
How to Use
Plays sound effects when messages are displayed. The sound effect can be configured in the following ways:
sound
The name of the sound effect to be played (must match with a file in audio/se).
pan
Pan of the sound effect.
pitch
Pitch of the sound effect.
volume
Volume of the sound effect.
interval
How often the sound effect should be played. "1" means every character.
limit
Only play sound effects for the first X characters. A value less than 0 removes the limitation.
All options can be specified via plugin parameters and either set to different values or reset to their default with the following script calls:
IAVRA.TEXTSOUND.setOptions(options);
IAVRA.TEXTSOUND.resetOptions();
"options" is an object containing one or more of the options specified above and the new value to be set. If you want to reset all options the their default values, you can do so by executing the following script:
If you want to (temporarily) enable or disable text sounds, you can do so by calling one of the following:
IAVRA.TEXTSOUND.enable();
IAVRA.TEXTSOUND.disable();
Plugin Commands
TextSound set <option> <value>
TextSound reset
TextSound enable
TextSound disable
For the "set" command, you need to specify one of the options specified above and the new value to be used. If you want to set multiple options at the same time, you'll still need to use the script call, instead.
Terms of Use
Free to use for both commercial and non-commercial games. Please give credit.
Download
http://pastebin.com/pkveq4tD
Iavra Text Sound
● ARCHIVED · READ-ONLY
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darn I must be tired. I can't figure how to make it work lol, I got it working , I just can't have multiple pitch for other characters
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You can set the pitch for each new message by calling one of those two:
IAVRA.TEXTSOUND.setOptions({pitch: <value>}); // Script callTextSound set pitch <value> // Plugin commandWhere "<value>" is the pitch you want.I just tested it and it works. Although you might want to call one of those after the message to revert the defaults:
Code:/edit: If needed, i can add a new script call / plugin command, that works like "enable text sounds for the next message", so you can globally deactivate them and only turn them on, when you need it. Regardless, i'll add a new parameter to disable sounds by default, so you don't have to manually do it.IAVRA.TEXTSOUND.resetOptions(); // Script callTextSound reset // Plugin command. -
Curious if you could get the script to have configurable auto-parameters.
Like it detects if Actor 2 is loaded and plays a sound at a particular pitch range, or it detects a particular index of a particular file being used by the msg box and plays another pitch/sound. -
Depends on what you mean by "is loaded". Messages don't belong to a specific actor, they only appear so, by having that actor's face and maybe name shown.
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This is great. Exactly what I was looking for. I had this in my VX Ace game so it felt missing in my MV game. Though, I was hoping you could add the option for a sound that plays when a Message window opens and closes. I created the script for myself in VX Ace but I know practically nothing about Javascript coding so I can't now.
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So it's possible to add voice acting if the interval is 1 and the limit is also 1. Right?
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In theory, yes, but i would rather use a dedicated plugin for this, because if the user skips messages, the sound will still continue playing, which might lead to strange effects. This doesn't really matter, if your text effect is only ~1s and gets repeated every few characters, but if you have a single ~10s sound, that overlaps with the next messages, it will be really noticable.
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Thanks for your information, I will request for it later.In theory, yes, but i would rather use a dedicated plugin for this, because if the user skips messages, the sound will still continue playing, which might lead to strange effects.
That makes sense. Thanks.You can just use "Play SE" and then "Stop SE" before and after each message box, respectively. It's probably easier to do that than script it in, anyway. -
You can just use "Play SE" and then "Stop SE" before and after each message box, respectively. It's probably easier to do that than script it in, anyway.So it's possible to add voice acting if the interval is 1 and the limit is also 1. Right?
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Hey I'm really tierd and I can't seem to be able to change the sound in either script calls or plugin call, can you please help me? (Btw i'm a noob at scripting lol xD)
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The plugin is pretty old, but from my own documentation, i would assume the following:
// script call
IAVRA.TEXTSOUND.setOptions({sound: <value>});
// plugin command
TextSound set sound <value>
Where "<value>" refers to the filename of the sound to be used. If this doesn't work, please try disabling every other plugin to check for incompatibilities. -
Sorry to step on an old plugin, but it's all we got as RPG Maker refuses to implement its own features xD. First of all, thanks for this plug-in. With the default settings (and sound) it works great in RPG Maker MV. When I pick a different sound though, no matter how short, it does not play it on each character but instead only plays it once during the entire text. What am I doing wrong?