OhMeGa Sound Engine v1.1
OhMeGa_Sound_Engine v1.2 » Devlog
Hello! During my week abroad I've spent every spare moment I had working on a major upgrade to the Sound Engine. The events already created with v1.0 should be upgradeable but I recommend going in and updating each one by hand.
Fixes:
- Fixed manual coordinates feed to source
- Fixed example project, now it's actually a project you can view instead of just an exported game (doh!)
New Features:
- Added Me, Bgs, Bgm support
- Bgm gently fades away when player leaves Bgm range (wip for Bgs, looking for a fix)
- Added automatic event identification for when you want the event with plugin command to be the source of the sound
- Added automatic 360 degrees panning option centred on the sound source event
- Added functionality to fix Sound source X or Y on Player, creating the effect of the entire row or column of tiles being the sound source.
- Added functionality to have several different sounds play at the same time (I still recommend to not have the same type of sound overlap (bgs with bgs etc) only different types of sounds. I will see about adding support for multiple same type sounds overlap in the future.
Let me know if this is still confusing, maybe I can do a youtube tutorial or something.
Files
OhMeGa Sound Engine v1.1.zip 93 MB
Sep 26, 2021
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OhMeGa_Sound_Engine v1.2
Plugin for RPGMaker MZ allowing simple proximity based sounds
More posts
- OhMeGa Sound Engine v1.2Oct 07, 2021
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