Return Returns the length of the playing file in ms. Not supported of all pluggins (=the will do nothing) Return Open the file-info-dialog of the in-plugin. Return Open the config-dialog of the in-plugin.ĭef Open the about-dialog of the in-plugin.ĭef return the title of a file and the length in ms. Return Return the extentions and the type name of all supported mediafiles If 0 if a sound is playing, but doesn't work if in-plugin don't need the out-plugin # Fade volume by += #drop in volume for a fade # Initiate the fading, calculates self.winamp_bgm_fade_init(frames) If volume > 255.0 then volume = 255.0 = #end def Volume = 255 #convert volume from rmxp to winamp If != dll = WinAmp_Plugin_System.new(dll) #new winamp with new dll Return Create winamp system, play music file with winamp, set volumeĭef self.winamp_bgm_play(file_name, volume = 100.0, dll = nil) Module = nil #stores audio = nil #stores volume = nil #stores music played by = nil #stores if bgm is currently fading or = nil # stores current dll used by = nil #stores how much the volume decrease per frame while fading MOD_EXT = Īttr_accessor :file_extension #stores the extension of fileĪttr_accessor :file_name #stores the real file nameĪttr_accessor :file_dll #store dll required to play it WIN_DLL = 'WinAmp.dll' #winamp dll, default = 'winamp.dll'īGM_EXT = #normal extension OUT_DLL = 'out_wave.dll' #output dll, default = 'out_wave.dll' # Credits for Winamp class and Winamp.dll to Andreas21 (C) 2004īGM_DIRECTORY = 'Audio/BGM/' # directory of BGMs # If you want loop music files you need to edit dlls in winamp and copy the configure files to the DLL folder # The music files won't play in Sound Test, only in the real game # Just use an event to play the music like any regular BGM minipsf don't forget to include the psflib !! # Copy your music files to the BGM folder ( you can't import them via RPG VX/Ace) # If you use in_bass.dll you need to have bass.dll in your game folder. # Make sure Winamp.dll, out_wave.dll and the music dlls are in a folder called 'DLL' in your game folder # Script won't give error unless there is a music file requiring dll and dll is not there # Script works with multiple format/dlls and doesn't require a 'call script' ( just make it play like any BGM ) # Script allows you to play unusual formats (. # Great improvement of Andreas21 'WimAmp plugins', by Guillaume777 ( 2005 ) # -Improved code, now script is really fast # -New support for in_bass dll ! You can now play those formats : # The Ability to play USF, MINIUSF, and all In_Cube Files # Please report any bugs you may encounter to and I'll try to # either Mooshykris or Guillaume777 years ago. # I mostly rewrote the code that's indented. # - Script compatible with RPG Maker VX Ace If you want loop music files you need to edit dlls in winamp and copy the configure files to the DLL folder The music files won't play in Sound Test, only in the real game Just use an event to play the music like any regular BGM If you use in_bass.dll you need to have bass.dll in your game folder.Ĭopy your music files to the BGM folder ( you can't import them via RPG VX/Ace ) Make sure Winamp.dll, out_wave.dll and the music dlls are in a folder called 'DLL' in your game folder Script won't give error unless there is a music file requiring dll and dll is not there Script works with multiple format/dlls and doesn't require a 'call script' ( just make it play like any BGM ) Script allows you to play unusual formats (. Please report any bugs you may encounter to and I'll try to fix them. Everything else was written by either Mooshykris or Guillaume777 years ago.Ĭredit us if you want in your game. I mostly rewrote the code that's indented. Script compatible with RPG Maker VX Ace This script allows you to play music formats like psf, spc, mod, it, etc in your game, just like mp3 or midi.
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