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[转载发布] Sound Emitting Events

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    灌水之王

    发表于 3 天前 | 显示全部楼层 |阅读模式
    Sound Emitting Events





    (v.2.1)



    Introduction

    This little script allows you to set up events that will play BGS/ME/SE (you could try BGM, but..) if the player gets close enough.

    The volume is based on the distance between the player and the event, so the closer the player is to the event, the louder it will play, the farthest the player is, the softer it will play (or not play at all).

    You can set a max volume for the sound/music. (v.2.1)

    Features

    - Easy to use.

    - Compatibility friendly.

    - Lemonade friendly.

    Screenshot





    How to Use

    To use it, you just need to make a comment inside the event that would be the sound source with the following →



                    Code:       
    1. LSEE TYPE RANGE PITCH VOLUME FILENAME
    复制代码

    If you want a BGS to play, you need to add BGS after LSEE, like this →



                    Code:       
    1. LSEE BGS 8 100 100 Fire
    复制代码

    If you want to play ME/SE, you also need to two additional indicators for delay and variance →



                    Code:       
    1. LSEE SE 8 100 45 Absorb2 60 100
    复制代码

    Demo

    http://www.mediafire...41g2a39vpkuh00d

    Script

    Spoiler                Code:       
    1. #==============================================================================
    2. # ** Lemony's Sound Emitting Events
    3. #------------------------------------------------------------------------------
    4. # * This little script allows to make certain events play music/sounds based
    5. # on player proximity.
    6. # * It is currently limited by one bgs at a time, resulting in lag if one
    7. # sound emitting event's area is overlapping other's sound emitting event area.
    8. #------------------------------------------------------------------------------
    9. # To use it, simple make a comment inside the target event with the following
    10. # LSEE TYPE RANGE PITCH VOLUME FILENAME => LSEE BGS 8 100 100 Fire
    11. # If type is SE or ME, you need two additional variables
    12. # LSEE TYPE RANGE PITCH VOLUME FILENAME DELAY RANDOM
    13. #==============================================================================
    14. class Game_Event < Game_Character
    15.   #--------------------------------------------------------------------------
    16.   # * Refresh Alias
    17.   #--------------------------------------------------------------------------
    18.   alias lemony_see_refresh refresh
    19.   #--------------------------------------------------------------------------
    20.   # * Refresh
    21.   #--------------------------------------------------------------------------
    22.   def refresh
    23.         lemony_see_refresh
    24.         return if (@page.nil? || @page.list.nil?)
    25.         @page.list.each {|p| b = p.parameters[0]
    26.         s, @lsee_out = (b != nil && b.is_a?(String)) ? b.split : '', false
    27.         if (p.code == 108 || p.code == 408) && b.include?('LSEE')
    28.           @lsee_data = [s[1], s[2], s[3].to_i, s[4], s[5], s[6].to_i, s[7].to_i]
    29.           break if @lsee_data != nil
    30.         else @lsee_out = true end}
    31.   end
    32.   #--------------------------------------------------------------------------
    33.   # * Update Alias
    34.   #--------------------------------------------------------------------------
    35.   alias lemony_see_update update
    36.   #--------------------------------------------------------------------------
    37.   # * Update
    38.   #--------------------------------------------------------------------------
    39.   def update
    40.         lemony_see_update
    41.         if !@lsee_data.nil?
    42.           xx, yy = (@real_x - $game_player.real_x), (@real_y - $game_player.real_y)
    43.           close = (Math.sqrt((xx * xx) + (yy * yy)) <= @lsee_data[1].to_i)
    44.           r, d = @lsee_data[1].to_i, Math.sqrt((xx * xx) + (yy * yy))
    45.           v, go, ms = (r - (d - 1 % r)) * @lsee_data[3].to_i / r, true, ['ME', 'SE']
    46.           if !@lsee_out
    47.                 if ms.include?(@lsee_data[0])
    48.                   @lsee_timer ||= @lsee_data[5] + rand(@lsee_data[6])
    49.                   @lsee_timer = [@lsee_timer - 1, 0].max
    50.                   go = @lsee_timer <= 0
    51.                   @lsee_timer = nil if go
    52.                 end
    53.                 out = (!@lsee_data[7].nil? && (@lsee_data[7].volume > 0 && !close)) && go
    54.                 f = "#{@lsee_data[0]}.new('#{@lsee_data[4]}', #{v}, #{@lsee_data[2]})"
    55.                 @lsee_data[7] ||= eval("RPG::" + f) if close && go
    56.                 @lsee_data[7].volume = v if !@lsee_data[7].nil? && close
    57.                 @lsee_data[7].play if ((!@lsee_data[7].nil? && close) && go) || out
    58.                 @lsee_data[7].volume -= 1 if !@lsee_data[7].nil? && !close
    59.                 @lsee_data[7] = nil if (!@lsee_data[7].nil? && @lsee_data[7].volume <= 0)
    60.           elsif @lsee_out
    61.                 @lsee_data[7].volume -= 1 if !@lsee_data[7].nil?
    62.                 @lsee_data[7].play if !@lsee_data[7].nil? && !ms.include?(@lsee_data[0])
    63.                 if (!@lsee_data[7].nil? && @lsee_data[7].volume <= 0)
    64.                   @lsee_data, @lsee_out = nil, false
    65.                 end
    66.           end
    67.         end
    68.   end
    69. end
    复制代码





    Author's Notes

    Free for use in commercial/noncommercial games, no credits needed.


    本贴来自国际rpgmaker官方论坛作者:♥SOURCE♥处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/sound-emitting-events.1714/
    天天去同能,天天有童年!
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