MV - Issue with YEP Footsteps sounds and Altimit Movement

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Started by Vladar458 15 posts View original ↗
  1. It seems YEP footsteps sounds (a plugin that, like the name says, it allows to put a sound each time the player takes a step) and Altimit movement (A plugin that allows a pixel precise movement, basically, a more realistic movement) are not compatible.

    You can put them together and YEP footsteps sound will work, but the sound will be glitched in a way that repeats super fast even in small movements.

    I don´t know if there is a way to use them together without this issue. somebody knows?
  2. I've moved this thread to Plugin Support (from MV Support). Thank you.

    I wrote a plugin called CaeX_FootstepTime for this: it sets a minimum time interval between footstep sounds. You can find it here, in the Extension category:
    Hopefully it works for you! :kaohi:
  3. caethyril said:
    [move]Plugin Support (from MV Support)[/move] I wrote a plugin called CaeX_FootstepTime for this: it sets a minimum time interval between footstep sounds. You can find it here, in the Extension category:
    Hopefully it works for you! :kaohi:
    It seems is not working. If i put it under YEP footsteps, it doesn´t work, and if i put it adove, YEP footsteps works like before, like if the other plugin is not there.
  4. The issue is Altimit has every step only one (or maybe a few) pixels, so a plugin that makes a sound every step will fire off rapid-fire. You'll need to instead have a parallel process checking if($gamePlayer._inMotion()) play SE.

    Also put a wait commmand in there like 5 frames or more if it's still too fast
  5. Just tested and it works for me. Ideas:
    1. Press F8 (or F12) to open the dev tools window. In the Console tab of that window, an error message (red text) will appear if something goes wrong when my plugin tries to load.

    2. In the Plugin Manager: what value have you used for my plugin's Sound Interval parameter? It defaults to 0, i.e. no effect. Try 15, i.e. max 4 step sounds per second (60 fps).
  6. caethyril said:
    Just tested and it works for me. Ideas:
    1. Press F8 (or F12) to open the dev tools window. In the Console tab of that window, an error message (red text) will appear if something goes wrong when my plugin tries to load.

    2. In the Plugin Manager: what value have you used for my plugin's Sound Interval parameter? It defaults to 0, i.e. no effect. Try 15, i.e. max 4 step sounds per second (60 fps).
    imagen_2023-10-16_183522522.png
    This is what it says in the console tab. This is when the plugin is adove Yanfly´s. It must be adove or below?
  7. My plugin must load after Yanfly's, and plugins load from top to bottom, so it should be:
    • YEP_FootstepSounds
    • CaeX_FootstepTime
  8. caethyril said:
    My plugin must load after Yanfly's, and plugins load from top to bottom, so it should be:
    • YEP_FootstepSounds
    • CaeX_FootstepTime
    Ok, turns out it was one of those situations where the changes don´t apply in a current save file, so i did a quick new file. But now it seems that the sound i want to make play it doesn´t playing for some reason.
    imagen_2023-10-16_185709596.png
    The wood is tag 1, but for some reason the sound it plays is the default one, and not the wood one.
  9. OK, here are some more ideas~
    1. YEP_FootstepSounds prioritises region ID over terrain tag. Have you used this notetag on your map: <Region x Footstep Sound: filename>?

    2. Try replacing the "Default Sound" parameter of YEP_FootstepSounds with footstep_wood1. If it plays correctly then it's probably just not recognising the terrain tag correctly.

    3. Does it work if you turn off either/both of the following plugins?
      • CaeX_FootstepTime
      • AltimitMovement
      Remember to save your project to apply Plugin Manager changes before testing. :kaohi:

    4. Just to confirm, could you copy+paste the full notetag here? We can't see all of it in that screenshot, and typos can happen.

    5. Are you certain that's the correct tile (and tileset)? E.g. maybe you've used that sheet in another tileset, or the set has an autotile that looks similar/identical to those tiles.
  10. caethyril said:
    OK, here are some more ideas~
    1. YEP_FootstepSounds prioritises region ID over terrain tag. Have you used this notetag on your map: <Region x Footstep Sound: filename>?

    2. Try replacing the "Default Sound" parameter of YEP_FootstepSounds with footstep_wood1. If it plays correctly then it's probably just not recognising the terrain tag correctly.

    3. Does it work if you turn off either/both of the following plugins?
      • CaeX_FootstepTime
      • AltimitMovement
      Remember to save your project to apply Plugin Manager changes before testing. :kaohi:

    4. Just to confirm, could you copy+paste the full notetag here? We can't see all of it in that screenshot, and typos can happen.

    5. Are you certain that's the correct tile (and tileset)? E.g. maybe you've used that sheet in another tileset, or the set has an autotile that looks similar/identical to those tiles.
    I did it now. I had to change a few things. Thank you for your help. The only thing is that when i´m very close to a wall, it begins to play the default sound. I don´t understand why happen that.
  11. I haven't checked the code, but maybe Altimit Movement thinks you're on the wall tile?
  12. caethyril said:
    I haven't checked the code, but maybe Altimit Movement thinks you're on the wall tile?
    Is possible. Is not a big problem, so i don´t care so much about that. Also, you know something similar with Moghunter Footsteps? The plugin that makes you leave footprints in the ground when you walk. I´m using a pixel movement, so when i walk is like my character is a machine gun of footprints.
  13. I don't know of anything for that, but someone else may have a suggestion. :kaohi:

    For footprints I think you'd want to define a minimum distance, instead of time. That might mean you need a solution specifically for the combination of Altimit Movement + Moghunter Footsteps.

    Perhaps start a new thread?
  14. caethyril said:
    I don't know of anything for that, but someone else may have a suggestion. :kaohi:

    For footprints I think you'd want to define a minimum distance, instead of time. That might mean you need a solution specifically for the combination of Altimit Movement + Moghunter Footsteps.

    Perhaps start a new thread?
    I´ll do it soon. Thank you again.
  15. Also, just to put it out there, that top error in your console means you have Yanfly's Equip Core installed but it isn't doing anything because it's not loading. Looks like you have a typo in a plugin parameter or a notetag for it.