Title Music Plays after loading a save

● ARCHIVED · READ-ONLY
Started by Ultimacj 14 posts View original ↗
  1. I'm working on my second project and I've ran into a snag and I'm wondering if anyone else has had this problem?

    When I load a save file from my game, the title music still continues playing (even if BGM for that map is set to NONE or any other music the title music continues to play).  Unless the player enters a new area that changes the music itself.

    I'm not using many scripts at the moment and my first project never had this problem.

    Setting the title music to NONE for rpg maker shows the same effect (no music will play on the map even though it SHOULD play like any other map)

    has any one ran into this issue before?

    I really do not want to start over my project because of a serious bug or flaw in maker.

    Thanks
  2. There is definitely code there to fade out any current audio when loading a save file, and then to resume the audio that should be playing on a map.


    It sounds like you have a new script for Scene_Load, or for saving/loading in general. Can you tell us what it is, and provide a link? If it's something you've written yourself, take a look at Scene_Load's on_load_success method and follow it through to see what you've missed.


    Moving to RGSSx Script Support
  3. This is what's off of "Scene_Load" which I never edited ever unless it's suppose to be different?

    Spoiler
    #==============================================================================
    # ** Scene_Load
    #------------------------------------------------------------------------------
    # This class performs load screen processing.
    #==============================================================================

    class Scene_Load < Scene_File
    #--------------------------------------------------------------------------
    # * Get Help Window Text
    #--------------------------------------------------------------------------
    def help_window_text
    Vocab::LoadMessage
    end
    #--------------------------------------------------------------------------
    # * Get File Index to Select First
    #--------------------------------------------------------------------------
    def first_savefile_index
    DataManager.latest_savefile_index
    end
    #--------------------------------------------------------------------------
    # * Confirm Save File
    #--------------------------------------------------------------------------
    def on_savefile_ok
    super
    if DataManager.load_game(@index)
    on_load_success
    else
    Sound.play_buzzer
    end
    end
    #--------------------------------------------------------------------------
    # * Processing When Load Is Successful
    #--------------------------------------------------------------------------
    def on_load_success
    Sound.play_load
    fadeout_all
    $game_system.on_after_load
    SceneManager.goto(Scene_Map)
    end
    end
  4. Yes, I know that's what's in Scene_Load. I'm saying if the title music isn't fading out and the map BGM isn't playing, you have some OTHER script that's overwriting this method or causing it not to be called.


    Do you have other scripts that have anything to do with saving/loading games?
  5. This is what's off of "Scene_Load" which I never edited ever unless it's suppose to be different?

    Spoiler
    #==============================================================================
    # ** Scene_Load
    #------------------------------------------------------------------------------
    # This class performs load screen processing.
    #==============================================================================

    class Scene_Load < Scene_File
    #--------------------------------------------------------------------------
    # * Get Help Window Text
    #--------------------------------------------------------------------------
    def help_window_text
    Vocab::LoadMessage
    end
    #--------------------------------------------------------------------------
    # * Get File Index to Select First
    #--------------------------------------------------------------------------
    def first_savefile_index
    DataManager.latest_savefile_index
    end
    #--------------------------------------------------------------------------
    # * Confirm Save File
    #--------------------------------------------------------------------------
    def on_savefile_ok
    super
    if DataManager.load_game(@index)
    on_load_success
    else
    Sound.play_buzzer
    end
    end
    #--------------------------------------------------------------------------
    # * Processing When Load Is Successful
    #--------------------------------------------------------------------------
    def on_load_success
    Sound.play_load
    fadeout_all
    $game_system.on_after_load
    SceneManager.goto(Scene_Map)
    end
    end
    Never mind I think I found the error but I have no idea WHAT causes it (it's up to you if you want to leave this open or not for those to figure out and fix this problem.  The error seems to be off the the Hiriron Engine Settings script portion as it's the only other script I have that even accesses / uses "Scene_Load".)  When i commented it out back to the regular menu, the music stopped loading like before.

    Here's the portion of the script that uses Scene_Load:

    Spoiler
    # MENU_LIST:
    # name, icon_index and custom are optional.
    # If name is empty it will use the corresponding symbol as name instead.
    # To make a command a common event you need to set custom to the common event
    # id you want to run as seen below.
    # symbol => [name, description, icon_index, enabled, personal, custom]
    MENU_LIST = {
    :character => ["PLAYER", "View your party status.", 12, true, true],
    :item => ["ITEMS", "Current possessions.", 270, true, false],
    :save => ["SAVE", "Save to the Diary Log.", 338, true, false],
    :load => ["LOAD", "Load a previous Diary Log.", 229, true, false, Scene_Load],
    :formation => ["", "Change the party line up.", 121, true, false],
    :title => ["", "Quit to Title make SURE you save!", 117, true, false, Scene_Title],
    :game_end => ["Quit", "Quit DoW2 make SURE you save!", 1, true, false]
    } # Don't remove this line!

    # MENU_SAVE = true/false
    # Override enabled option for save (so you can change it ingame).
    MENU_SAVE = false
    It's a shame too I really REALLY liked this script but if it causes these problems, that really breaks / would be annoying to the player.

    I checked the rest of the scripts I've used which isn't much and none of them access the Scene_Load Portion or has Scene_Load in them.

    I know little about scripting other than cosmic changes I applied myself so I don't know what else I can do :(
  6. There's got to be more to it than that. Please provide a LINK to the script.
  7. Yeah, it's definitely that script that's causing the issue. Even his demo has the issue.


    To be honest, I would suggest just going back to that thread and posting about it. It's a bug, and it really needs to be fixed at the source so other people can get the fixed version too. And it'll probably be easier for him to figure out what the best fix is.
  8. HE have this kind of bug?? I am surprise I wounder why this bug occur
  9. yeah, grab the demo, and set one BGM for the title screen and another for the map. Then play and save a game, go to the title screen and load the game. The title screen music plays on the map.


    I am pretty sure the issue has to do with his script overwriting the Sound.play method, but I don't have time to go through all the logic of how he's determining which one to play and why he's not looking at the map music. It might be as simple as needing a new class added to the script to cater for the title screen, which is a "menu" but not the kind his script is focussing on, and needs to behave differently to the rest of his menus.
  10. Shaz said:
    yeah, grab the demo, and set one BGM for the title screen and another for the map. Then play and save a game, go to the title screen and load the game. The title screen music plays on the map.

    I am pretty sure the issue has to do with his script overwriting the Sound.play method, but I don't have time to go through all the logic of how he's determining which one to play and why he's not looking at the map music. It might be as simple as needing a new class added to the script to cater for the title screen, which is a "menu" but not the kind his script is focussing on, and needs to behave differently to the rest of his menus.
    maybe also he modify the BGM map save? this is why the bug occur? well for me this is seem to be the most logic issue
  11. no, he didn't. That is what I initially suggested, and the first thing I looked for when I downloaded the demo. The problem is what I said in the post you just quoted.
  12. I noticed for the change background music for the menu I think that's causing a conflict, but it's not just that as changing it to nil doesn't fix the initial problem

    Also I didn't mention it but use all his scripts and try out the battle system by default even in Database area if item script is enabled it still plays but things like item description even from a default project acts weird.  I ended up disabling that myself because it was being strange, which stinks because the item menu is really well done!

    The music is specifically for the menu screen BUT if you access the naming screen it'll change the music for the menu music too.  I'm honestly surprised this bug was not mentioned on the original post.

    I don't have an account on the other RPG maker site forum but I will make one sometime and send a reply and see what he says, if he says something I'll post/copy a reply here for others to look at it.
  13. Yeah, I looked through all the posts too and noticed that nobody had mentioned it. I guess most people there were going to the regular menu, which works, but not back out to the title screen and loading a saved game. Still, I'm surprised there haven't been games released using it and the issue reported by players, who WOULD encounter it.