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Utiliser les format Midi, Ogg, AAC, IT, XM, MOD, S3M, Mp3

 
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Legendaire45
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Inscrit le: 08 Aoû 2011
Messages: 126

MessagePosté le: Jeu 18 Aoû - 22:03 (2011)    Sujet du message: Utiliser les format Midi, Ogg, AAC, IT, XM, MOD, S3M, Mp3

Bonjour grace a Yuri j'ai pu résoudre mon problème de freeze causé par mes musiques en midi

Ce tuto permet d'utiliser les format Midi, Ogg, AAC, IT, XM, MOD, S3M, Mp3 et d'enlever les bug de lecture de ceux-ci(enleve les freeze causé par la lecture de certains fichiers musicaux(tel que les Midi :evil: )

(info:ce tutoriel explique coment inclure la librairie FmodEx a son projet)

Tutoriel

1)Copier ce script au dessus de tout les autre(au dessus de APIs)



 
Code:
 #==============================================================================
# ** FMOD Ex Audio
#------------------------------------------------------------------------------
#  Script by            :   Hiretsukan (Kevin Gadd)
#                           janus@luminance.org
#  Modified by:         :   RPG/Cowlol (Firas Assad)
#                           ArePeeGee (AIM name)
#  Last Update          :   September 23rd, 2008
#  Version              :   1.5
#------------------------------------------------------------------------------
# A rewrite of the built-in Audio module to extend its functionality
# using the FMOD Ex library (http://www.fmod.org/). In particular,
# it supports several new formats and has the ability to get current
# playing position and seek to a new one, and to set loop points.
# Extensions to Game_System and Scene_Battle makes the memorize BGM/BGS
# event command remember position as well, and map music to resume
# playing from the position it stopped at before a battle, instead
# of starting all over like default RMXP behavior.
#------------------------------------------------------------------------------
# Usage:
#
# You need to copy the file fmodex.dll to your game folder (folder where
# your Game.exe and project file are). I've provided the DLL with the
# demo, and you can also get the latest version from FMOD's official
# website (http://www.fmod.org/index.php/download).
#
# There are three scripts that could be used, the real script is only
# the first one, but the other scripts are provided for convenience:
#
# FModEx
#           This includes the core functionality and the Audio module
#           rewrite. It's the main script and should be placed on
#           top of all scripts using it. Most people would just add a
#           new section above the Game_System or Game_Temp section at
#           the very top of the script editor and paste script there.
# Game_System
#           This script rewrites parts of the Game_System class to
#           allow memorize_bgm to support remembering position,
#           and to allow the play methods to take an extra parameter
#           specifying position to start playing from.
#           Add it anywhere under the Game_System script section.
#           If you don't need any of these features you don't need this
#           script.
# Other Classes
#           This is really an optional script that modifies the default
#           battle system to memorize map BGM and position instead of
#           starting over after the battle. Add it anywhere under
#           the Scene_Battle classes.
#
# Aside from integration with RMXP's default scripts, you can use
# this script the same way you used the old Audio class You could also
# access the FMod module for more options at a lower level, such as
# setting loop points (FMod.bgm_set_loop_points(first, second) in
# milliseconds) and getting current BGS position (FMod.bgs_position) to
# name a few.
#------------------------------------------------------------------------------
# Compatibility:
#
# This script has different levels of compatibility depending on what
# scripts you use:
#
# FModEx
#           This script overwrites the Audio module, but since
#           few if any other scripts would do that, it's pretty
#           much compatible with the majority of other scripts
#           without modifications.
# Game_System
#           The following methods of Game_System are redefined:
#             bgm_play, bgm_restore, bgs_play, bgs_restore
#           Any other script that redefines these methods may
#           not work well with this one. Most scripts wouldn't
#           do that, except ones dealing with audio as well.
#           I've marked the areas in the script where I made
#           changes to help you resolve any conflicts
#           The following methods of Game_System are aliased:
#             bgm_memorize, bgs_memorize
#           Other scripts that redefine these methods should
#           be placed above the Game_System script.
# Other Classes
#           The following methods of Scene_Battle are redefined:
#             judge, start_phase5, update_phase5
#           Any other script that redefines these methods may
#           not work well with this one. Custom battle system
#           scripts may do that, so you might consider not
#           including the Other Classes section and just
#           manually add position memorizing functionality.
#           I've marked the areas in the script where I made
#           changes to help you resolve any conflicts
#           The following methods of Game_Temp/Scene_Map are aliased:
#             Game_Temp#initialize, Scene_Map #call_battle
#           Other scripts that redefine these methods should
#           be placed above the Other Classes script.
#
# So in other words, FModEx is the most compatible, followed by
# Game_System, and finally the last and optional Other Classes.
# If you use a custom battle system you probably shouldn't include
# Other Classes anyway. This isn't an SDK script and I never tested
# it with the SDK. It'll probably work, but refer to SDK documentation
# for more information.
#------------------------------------------------------------------------------
# Version Info:
#   - Version 1.5:
#       - Made the Volume and Pitch paramters to Audio ME/SE playing
#         methods optional. (Thanks panchokoster!)
#       - Script now uses FMOD's software mixer instead of hardware
#         acceleration. This solves issues with certain sound cards.
#       - A message is now displayed when a file isn't found, instead
#         of just throwing the error number.
#       - Added an independent thread to handle updating Audio module,
#         instead of calling it in $game_system#update. This should
#         ensure that it's called in all scenes. (Thanks Zeriab!)
#       - Updated fading calculations to depend on seconds instead
#         of game frames.
#   - Version 1.4:
#       - Fixed a bug where file isn't found if RTP path doesn't end
#         with a backslash (thanks Atoa!).
#       - Added BGM fading in after a ME is done playing to mimic
#         original Audio class behavior, the volume increment when
#         fading is specified by constant Audio::BGM_FADE_IN_INCREMENT.
#       - Several minor bug fixes and minor behavior changes relating
#         to fading out and stopping sounds.
#   - Version 1.3:
#       - Fixed a bug with ME fading out.
#       - Added methods to get BGM and BGS length.
#       - Providing -1 as loop end point to set_loop_points methods
#         makes the sound file's end the loop end point.
#       - Changed implementation of set_loop_points a bit.
#       - Position of BGM/BGS to be played after fading is now
#         remembered instead of starting all over.
#   - Version 1.2:
#       - Fully documented the script, and fixed some bugs.
#       - Completely rewrote Audio module, allowing FMOD to handle
#         BGMs, BGSs, MEs, and SEs except of just BGMs.
#       - Fixed RTP reading to use registry instead of special files..
#   - Version 1.1:
#       - Added position tracking and adjusting.
#       - Added loop point support.
#       - Implemented BGM fading.
#   - Version 1.0:
#       - Hiretsukan (Kevin Gadd)'s initial release.
#------------------------------------------------------------------------------
# Known bugs:
#
#   - MIDI abrupt start when seeking or restoring from position
#   - Found a bug or have some ideas for the next version? Please tell me!
#------------------------------------------------------------------------------
# Terms of Use:
#
#   Use of this script is subject to the permissive BSD-like license below.
#   That basically means you could use it in any way you like as long
#   as you keep the following copyright and license unchanged and available,
#   and don't use name of copyright holder to promote products based on
#   this software. Note, however, that this license only applies to the
#   script, and not to the FMOD library. For more information about FMOD
#   licenses consult FMOD website: http://www.fmod.org/index.php/sales
#   It's free for non-commercial use, and they provide several types
#   of licenses for different types of developers.
#
# Copyright (c) 2005, Kevin Gadd
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#     * Redistributions of source code must retain the above copyright
#       notice, this list of conditions and the following disclaimer.
#     * Redistributions in binary form must reproduce the above copyright
#       notice, this list of conditions and the following disclaimer in the
#       documentation and/or other materials provided with the distribution.
#     * The name of the contributors may not be used to endorse or promote
#       products derived from this software without specific prior written
#       permission.
#
# THIS SOFTWARE IS PROVIDED BY Kevin Gadd ''AS IS'' AND ANY
# EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
# WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
# DISCLAIMED. IN NO EVENT SHALL Kevin Gadd BE LIABLE FOR ANY
# DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
# (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
# LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
# ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
# SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#==============================================================================

#==============================================================================
# ** FModEx
#------------------------------------------------------------------------------
#  FMOD Ex binding by Kevin Gadd (janus@luminance.org)
#==============================================================================

module FModEx
  #--------------------------------------------------------------------------
  # * Constants
  #--------------------------------------------------------------------------
  # FMOD_INITFLAGS flags
  FMOD_INIT_NORMAL = 0
  # FMOD_RESULT flags
  FMOD_OK = 0
  FMOD_ERR_CHANNEL_STOLEN = 11
  FMOD_ERR_FILE_NOT_FOUND = 23
  FMOD_ERR_INVALID_HANDLE = 36
  # FMOD_MODE flags
  FMOD_DEFAULT = 0
  FMOD_LOOP_OFF = 1
  FMOD_LOOP_NORMAL = 2
  FMOD_LOOP_BIDI = 4
  FMOD_LOOP_BITMASK = 7
  FMOD_2D = 8
  FMOD_3D = 16
  FMOD_HARDWARE = 32
  FMOD_SOFTWARE = 64
  FMOD_CREATESTREAM = 128
  FMOD_CREATESAMPLE = 256
  FMOD_OPENUSER = 512
  FMOD_OPENMEMORY = 1024
  FMOD_OPENRAW = 2048
  FMOD_OPENONLY = 4096
  FMOD_ACCURATETIME = 8192
  FMOD_MPEGSEARCH = 16384
  FMOD_NONBLOCKING = 32768
  FMOD_UNIQUE = 65536
  # The default mode that the script uses
  FMOD_DEFAULT_SOFTWARWE = FMOD_LOOP_OFF | FMOD_2D | FMOD_SOFTWARE
  # FMOD_CHANNELINDEX flags
  FMOD_CHANNEL_FREE = -1
  FMOD_CHANNEL_REUSE = -2
  # FMOD_TIMEUNIT_flags
  FMOD_TIMEUNIT_MS = 1
  FMOD_TIMEUNIT_PCM = 2
  # The default time unit the script uses
  FMOD_DEFAULT_UNIT = FMOD_TIMEUNIT_MS
  # Types supported by FMOD Ex
  FMOD_FILE_TYPES = ['ogg', 'aac', 'wma', 'mp3', 'wav', 'it', 'xm', 'mod', 's3m', 'mid', 'midi']
 
  #============================================================================
  # ** DLL
  #----------------------------------------------------------------------------
  #  A class that manages importing functions from the DLL
  #============================================================================
 
  class DLL
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :filename           # DLL file name for instance    
    attr_accessor :functions          # hash of functions imported (by name)
    #--------------------------------------------------------------------------
    # * Object Initialization
    #     filename  : Name of the DLL
    #--------------------------------------------------------------------------
    def initialize(filename = 'fmodex.dll')
      @filename = filename
      @functions = {}
      @handle = 0            # Handle to the DLL
      # Load specified library into the address space of game process
      w32_LL = Win32API.new('kernel32.dll', 'LoadLibrary', 'p', 'l')
      @handle = w32_LL.call(filename)
      # System functions:
      self.import('System_Create', 'p')
      self.import('System_Init', 'llll')
      self.import('System_Close', 'l')
      self.import('System_Release', 'l')
      self.import('System_CreateSound', 'lpllp')
      self.import('System_CreateStream', 'lpllp')
      self.import('System_PlaySound', 'llllp')
      # Sound functions:
      self.import('Sound_Release', 'l')
      self.import('Sound_GetMode', 'lp')
      self.import('Sound_SetMode', 'll')
      self.import('Sound_SetLoopPoints', 'lllll')
      self.import('Sound_GetLength', 'lpl')
      # Channel functions:
      self.import('Channel_Stop', 'l')
      self.import('Channel_IsPlaying', 'lp')
      self.import('Channel_GetPaused', 'lp')
      self.import('Channel_SetPaused', 'll')
      self.import('Channel_GetVolume', 'lp')
      self.import('Channel_SetVolume', 'll')
      self.import('Channel_GetPan', 'lp')
      self.import('Channel_SetPan', 'll')
      self.import('Channel_GetFrequency', 'lp')
      self.import('Channel_SetFrequency', 'll')
      self.import('Channel_GetPosition', 'lpl')
      self.import('Channel_SetPosition', 'lll')
    end
    #--------------------------------------------------------------------------
    # * Create a Win32API Object And Add it to Hashtable
    #     name      : Function name
    #     args      : Argument types (p = pointer, l = int, v = void)
    #     returnType: Type of value returned by function
    #--------------------------------------------------------------------------
    def import(name, args = '', returnType = 'l')
      @functions[name] = Win32API.new(@filename, 'FMOD_' + name, args, returnType)
    end
    #--------------------------------------------------------------------------
    # * Get Function by Name
    #     key       : Function name
    #--------------------------------------------------------------------------
    def [](key)
      return @functions[key]
    end
    #--------------------------------------------------------------------------
    # * Call a Function With Passed Arguments
    #     name      : Function name
    #     args      : Argument to function
    #--------------------------------------------------------------------------
    def invoke(name, *args)
      fn = @functions[name]
      raise "function not imported: #{name}" if fn.nil?
      result = fn.call(*args)
      unless result == FMOD_OK or result == FMOD_ERR_CHANNEL_STOLEN or
        result == FMOD_ERR_FILE_NOT_FOUND
        raise "FMOD Ex returned error #{result}"
      end
      return result
    end
    #--------------------------------------------------------------------------
    # * Store Float as Binary Int Because Floats Can't be Passed Directly
    #     f         : Float to convert
    #--------------------------------------------------------------------------
    def convertFloat(f)
      # First pack the float in a string as a native binary float
      temp = [f].pack('f')
      # Then unpack the native binary float as an integer
      return unpackInt(temp)
    end
    #--------------------------------------------------------------------------
    # * Unpack Binary Data to Integer
    #     s         : String containing binary data
    #--------------------------------------------------------------------------
    def unpackInt(s)
      return s.unpack('l')[0]
    end
    #--------------------------------------------------------------------------
    # * Unpack Binary Data to Float
    #     s         : String containing binary data
    #--------------------------------------------------------------------------
    def unpackFloat(s)
      return s.unpack('f')[0]
    end
    #--------------------------------------------------------------------------
    # * Unpack Binary Data to Boolean
    #     s         : String containing binary data
    #--------------------------------------------------------------------------
    def unpackBool(s)
      return s.unpack('l')[0] != 0
    end
  end

  #============================================================================
  # ** System
  #----------------------------------------------------------------------------
  #  A class that manages an instance of FMOD::System
  #============================================================================
 
  class System
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :fmod               # Instance of DLL class (fmodex.dll)
    attr_accessor :handle             # Handle (pointer) to System object
    attr_accessor :maxChannels        # Maximum number of channels
    #--------------------------------------------------------------------------
    # * Object Initialization
    #     fmod            : An instance of DLL class
    #     maxChannels     : Maximum number of used channels
    #     flags           : FMOD_INITFLAGS
    #     extraDriverData : Driver specific data
    #--------------------------------------------------------------------------
    def initialize(theDLL, maxChannels = 32, flags = FMOD_INIT_NORMAL, extraDriverData = 0)
      @fmod = theDLL
      @maxChannels = maxChannels
      # Create and initialize FMOD::System
      temp = 0.chr * 4
      @fmod.invoke('System_Create', temp)
      @handle = @fmod.unpackInt(temp)
      @fmod.invoke('System_Init', @handle, maxChannels, flags, extraDriverData)
    end
    #--------------------------------------------------------------------------
    # * Create FMOD::Sound (fully loaded into memory by default)
    #     filename        : Name of file to open
    #     mode            : FMOD_MODE flags
    #--------------------------------------------------------------------------
    def createSound(filename, mode = FMOD_DEFAULT_SOFTWARWE)
      # Create sound and return it
      temp = 0.chr * 4
      result = @fmod.invoke('System_CreateSound', @handle, filename, mode, 0, temp)
      raise "File not found: \"#{filename}\"" if result == FMOD_ERR_FILE_NOT_FOUND
      newSound = Sound.new(self, @fmod.unpackInt(temp))
      return newSound
    end
    #--------------------------------------------------------------------------
    # * Create Streamed FMOD::Sound (chunks loaded on demand)
    #     filename        : Name of file to open
    #     mode            : FMOD_MODE flags
    #--------------------------------------------------------------------------
    def createStream(filename, mode = FMOD_DEFAULT_SOFTWARWE)
      # Create sound and return it
      temp = 0.chr * 4
      result = @fmod.invoke('System_CreateStream', @handle, filename, mode, 0, temp)
      raise "File not found: \"#{filename}\"" if result == FMOD_ERR_FILE_NOT_FOUND
      newSound = Sound.new(self, @fmod.unpackInt(temp))
      return newSound
    end
    #--------------------------------------------------------------------------
    # * Close And Release System
    #--------------------------------------------------------------------------
    def dispose
      if (@handle > 0)
        @fmod.invoke('System_Close', @handle)
        @fmod.invoke('System_Release', @handle)
        @handle = 0
      end
      @fmod = nil
    end
  end

  #============================================================================
  # ** Sound
  #----------------------------------------------------------------------------
  #  A class that manages an instance of FMOD::Sound
  #============================================================================
 
  class Sound
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :system             # System that created this Sound
    attr_accessor :fmod               # Instance of DLL class (fmodex.dll)
    attr_accessor :handle             # Handle (pointer) to Sound object
    #--------------------------------------------------------------------------
    # * Object Initialization
    #     theSystem       : The System that created this Sound object
    #     handle          : Handle to the FMOD::Sound object
    #--------------------------------------------------------------------------
    def initialize(theSystem, theHandle)
      @system = theSystem
      @fmod = theSystem.fmod
      @handle = theHandle
    end
    #--------------------------------------------------------------------------
    # * Play Sound
    #     paused          : Start paused?
    #     channel         : Channel allocated to sound (nil for automatic)
    #--------------------------------------------------------------------------
    def play(paused = false, channel = nil)
      # If channel wasn't specified, let FMOD pick a free one,
      # otherwise use the passed channel (id from 0 to maxChannels)
      unless channel
        temp = 0.chr * 4
      else
        temp = [channel].pack('l')
      end
      @fmod.invoke('System_PlaySound', @system.handle,
                (channel == nil) ? FMOD_CHANNEL_FREE : FMOD_CHANNEL_REUSE,
                @handle,
                (paused == true) ? 1 : 0,
                temp)
      theChannel = @fmod.unpackInt(temp)
      # Create a Channel object based on returned channel
      newChannel = Channel.new(self, theChannel)
      return newChannel
    end
    #--------------------------------------------------------------------------
    # * Get FMOD_MODE Bits
    #--------------------------------------------------------------------------
    def mode
      temp = 0.chr * 4
      @fmod.invoke('Sound_GetMode', @handle, temp)
      return @fmod.unpackInt(temp)
    end
    #--------------------------------------------------------------------------
    # * Set FMOD_MODE Bits
    #--------------------------------------------------------------------------
    def mode=(newMode)
      @fmod.invoke('Sound_SetMode', @handle, newMode)
    end
    #--------------------------------------------------------------------------
    # * Get FMOD_LOOP_MODE
    #--------------------------------------------------------------------------  
    def loopMode
      temp = 0.chr * 4
      @fmod.invoke('Sound_GetMode', @handle, temp)
      return @fmod.unpackInt(temp) & FMOD_LOOP_BITMASK
    end
    #--------------------------------------------------------------------------
    # * Set FMOD_LOOP_MODE
    #--------------------------------------------------------------------------  
    def loopMode=(newMode)
      @fmod.invoke('Sound_SetMode', @handle, (self.mode & ~FMOD_LOOP_BITMASK) | newMode)
    end
    #--------------------------------------------------------------------------
    # * Return Sound Length
    #--------------------------------------------------------------------------
    def length(unit = FMOD_DEFAULT_UNIT)
      temp = 0.chr * 4
      @fmod.invoke('Sound_GetLength', @handle, temp, unit)
      return @fmod.unpackInt(temp)
    end
    #--------------------------------------------------------------------------
    # * Set Loop Points
    #     first           : Loop start point in milliseconds
    #     second          : Loop end point in milliseconds
    #     unit            : FMOD_TIMEUNIT for points
    #--------------------------------------------------------------------------    
    def setLoopPoints(first, second, unit = FMOD_DEFAULT_UNIT)
      @fmod.invoke('Sound_SetLoopPoints', @handle, first, unit, second, unit)
    end
    #--------------------------------------------------------------------------
    # * Release Sound
    #--------------------------------------------------------------------------
    def dispose
      if (@handle > 0)
        @fmod.invoke('Sound_Release', @handle)
        @handle = 0
      end
      @fmod = nil
      @system = nil
    end
  end

  #============================================================================
  # ** Channel
  #----------------------------------------------------------------------------
  #  A class that represents an FMOD::Channel
  #============================================================================
 
  class Channel
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :system             # System that created the Sound
    attr_accessor :sound              # Sound using the Channel
    attr_accessor :fmod               # Instance of DLL class (fmodex.dll)
    attr_accessor :handle             # Handle (pointer) to Sound object
    #--------------------------------------------------------------------------
    # * Object Initialization
    #     theSound        : The Sound using this Channel object
    #     handle          : Handle to the FMOD::Channel object
    #--------------------------------------------------------------------------
    def initialize(theSound, theHandle)
      @sound = theSound
      @system = theSound.system
      @fmod = theSound.system.fmod
      @handle = theHandle
    end
    #--------------------------------------------------------------------------
    # * Stop Channel and Make it Available for Other Sounds
    #--------------------------------------------------------------------------
    def stop
      @fmod.invoke('Channel_Stop', @handle)
    end
    #--------------------------------------------------------------------------
    # * Is the Channel Handle Valid?
    #--------------------------------------------------------------------------
    def valid?
      temp = 0.chr * 4
      begin
        result = @fmod.invoke('Channel_IsPlaying', @handle, temp)
      rescue
        if (result == FMOD_ERR_INVALID_HANDLE)
          return false
        else
          raise
        end
      end
      # If we get here then it's valid
      return true
    end
    #--------------------------------------------------------------------------
    # * Is the Channel Playing?
    #--------------------------------------------------------------------------
    def playing?
      temp = 0.chr * 4
      @fmod.invoke('Channel_IsPlaying', @handle, temp)
      return @fmod.unpackBool(temp)
    end
    #--------------------------------------------------------------------------
    # * Get Channel Volume Level (0.0 -> 1.0)
    #--------------------------------------------------------------------------
    def volume
      temp = 0.chr * 4
      @fmod.invoke('Channel_GetVolume', @handle, temp)
      return @fmod.unpackFloat(temp)
    end
    #--------------------------------------------------------------------------
    # * Set Channel Volume Level (0.0 -> 1.0)
    #--------------------------------------------------------------------------
    def volume=(newVolume)
      @fmod.invoke('Channel_SetVolume', @handle, @fmod.convertFloat(newVolume))
    end
    #--------------------------------------------------------------------------
    # * Get Channel Pan Position (-1.0 -> 1.0)
    #--------------------------------------------------------------------------
    def pan
      temp = 0.chr * 4
      @fmod.invoke('Channel_GetPan', @handle, temp)
      return @fmod.unpackFloat(temp)
    end
    #--------------------------------------------------------------------------
    # * Set Channel Pan Position (-1.0 -> 1.0)
    #--------------------------------------------------------------------------
    def pan=(newPan)
      @fmod.invoke('Channel_SetPan', @handle, @fmod.convertFloat(newPan))
    end
    #--------------------------------------------------------------------------
    # * Get Channel Frequency in HZ (Speed/Pitch)
    #--------------------------------------------------------------------------
    def frequency
      temp = 0.chr * 4
      @fmod.invoke('Channel_GetFrequency', @handle, temp)
      return @fmod.unpackFloat(temp)
    end
    #--------------------------------------------------------------------------
    # * Set Channel Frequency in HZ (Speed/Pitch)
    #--------------------------------------------------------------------------
    def frequency=(newFrequency)
      @fmod.invoke('Channel_SetFrequency', @handle, @fmod.convertFloat(newFrequency))
    end
    #--------------------------------------------------------------------------
    # * Is Channel Paused?
    #--------------------------------------------------------------------------
    def paused
      temp = 0.chr * 4
      @fmod.invoke('Channel_GetPaused', @handle, temp)
      return @fmod.unpackBool(temp)
    end
    #--------------------------------------------------------------------------
    # * Pause Channel
    #--------------------------------------------------------------------------
    def paused=(newPaused)
      @fmod.invoke('Channel_SetPaused', @handle, (newPaused == true) ? 1 : 0)
    end
    #--------------------------------------------------------------------------
    # * Get Current Playback Position
    #     unit            : FMOD_TIMEUNIT to return position in
    #--------------------------------------------------------------------------   
    def position(unit = FMOD_DEFAULT_UNIT)
      temp = 0.chr * 4
      @fmod.invoke('Channel_GetPosition', @handle, temp, unit)
      return @fmod.unpackInt(temp)
    end
    #--------------------------------------------------------------------------
    # * Set Current Playback Position
    #     newPosition     : New playback position
    #     unit            : FMOD_TIMEUNIT to use when setting position
    #--------------------------------------------------------------------------    
    def position=(newPosition, unit = FMOD_DEFAULT_UNIT)
      @fmod.invoke('Channel_SetPosition', @handle, newPosition, unit)
    end
    #--------------------------------------------------------------------------
    # * Dispose of Channel
    #--------------------------------------------------------------------------  
    def dispose
      @handle = 0
      @sound = nil
      @system = nil
      @fmod = nil
    end
  end
 
end

#==============================================================================
# ** FMod
#------------------------------------------------------------------------------
#  A higher level module to access FMOD Ex
#==============================================================================

module FMod
 
  #============================================================================
  # ** SoundFile
  #----------------------------------------------------------------------------
  #  Represents a Sound file (BGM, BGS, SE, etc.) and associated Channel
  #============================================================================
 
  class SoundFile
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :name                     # File name
    attr_accessor :sound                    # FModEx::Sound object
    attr_accessor :channel                  # Channel playing sound
    attr_accessor :volume                   # Volume in RPG::AudioFile format
    attr_accessor :pitch                    # Pitch in RPG::AudioFile format
    attr_accessor :looping                  # Sound loops
    attr_accessor :streaming                # Sound is streamed
    attr_accessor :length                   # Sound length in milliseconds
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize(name, sound, channel, volume, pitch, looping, streaming, length)
      @name = name
      @sound = sound
      @channel = channel
      @volume = volume
      @pitch = pitch
      @looping = looping
      @streaming = streaming
      @length = length
    end
  end
  #--------------------------------------------------------------------------
  # * Instance Variables
  #--------------------------------------------------------------------------
  @fmod_dll = FModEx::DLL.new               # The FMOD Ex DLL
  @fmod = FModEx::System.new(@fmod_dll)     # The global System object
  @fmod_se = []                             # Array of Sound Effects
  @rtp_folder = nil                         # Name of RTP folder
  #--------------------------------------------------------------------------
  # * Get Path of RTP Folder From Registry
  #--------------------------------------------------------------------------
  def self.getRTPFolder
    if @rtp_folder
      return @rtp_folder
    end
    open_key = Win32API.new('advapi32.dll', 'RegOpenKeyExA', 'LPLLP', 'L')
    query_value = Win32API.new('advapi32.dll', 'RegQueryValueExA', 'LPLPPP', 'L')
    close_key = Win32API.new('advapi32', 'RegCloseKey', 'L', 'L')
    key = 0.chr * 4
    # Open a HKEY_LOCAL_MACHINE with KEY_READ attribute and save handle in key
    open_key.call(0x80000002, 'Software\Enterbrain\RGSS\RTP', 0, 0x20019, key)
    key = @fmod_dll.unpackInt(key)
    type = 0.chr * 4
    size = 0.chr * 4
    # Query to get string size
    query_value.call(key, 'Standard', 0, type, 0, size)
    data = ' ' * @fmod_dll.unpackInt(size)
    # Query the string value itself using size
    query_value.call(key, 'Standard', 0, type, data, size)
    @rtp_folder = data.chop
    close_key.call(key)
    # Make sure the directory ends with a backslash
    @rtp_folder += "\\" if @rtp_folder[-1].chr != "\\"
    return @rtp_folder
  end
  #--------------------------------------------------------------------------
  # * Return Proper File Name (With Extensions)
  #     name            : Name of the file
  #     extensions      : Extensions to add to file name
  #--------------------------------------------------------------------------
  def self.checkExtensions(name, extensions)
    if FileTest.exist?(name)
      return name
    end
    # Add extension if needed
    extensions.each do |ext|
      if FileTest.exist?(name + '.' + ext)
        return name + '.' + ext
      end
    end
    # File doesn't exist
    return name
  end
  #--------------------------------------------------------------------------
  # * Get Valid File Name
  #     name            : Name of the file
  #--------------------------------------------------------------------------
  def self.selectBGMFilename(name)
    name = name.gsub("/", "\\")
    # See if file exists in game folder
    localname = self.checkExtensions(name, FModEx::FMOD_FILE_TYPES)
    # See if file exists in RTP
    commonname = self.checkExtensions(getRTPFolder + name, FModEx::FMOD_FILE_TYPES)
    if FileTest.exist?(localname)
      return localname
    end
    if FileTest.exist?(commonname)
      return commonname
    end
    # An invalid name was provided
    return name
  end
  #--------------------------------------------------------------------------
  # * Play a Sound File Then Return it
  #     name            : Name of the file
  #     volume          : Channel volume
  #     pitch           : Channel frequency
  #     position        : Starting position in milliseconds
  #     looping         : Does the sound loop?
  #     streaming       : Stream sound or load whole thing to memory?
  #--------------------------------------------------------------------------
  def self.play(name, volume, pitch, position, looping, streaming)
    # Get a valid file name
    filename = self.selectBGMFilename(name)
    # Create Sound or Stream and set initial values
    sound = streaming ? @fmod.createStream(filename) : @fmod.createSound(filename)
    sound.loopMode = looping ? FModEx::FMOD_LOOP_NORMAL : FModEx::FMOD_LOOP_OFF
    channel = sound.play
    volume = volume * 1.0
    pitch = pitch * 1.0
    file_length = sound.length(FModEx::FMOD_DEFAULT_UNIT)
    sound_file = SoundFile.new(filename, sound, channel, volume,
                                pitch, looping, streaming, file_length)
    sound_file.channel.volume = volume / 100.0
    sound_file.channel.frequency = sound_file.channel.frequency * pitch / 100
    sound_file.channel.position = position
    return sound_file
  end
  #--------------------------------------------------------------------------
  # * Stop and Dispose of Sound File
  #--------------------------------------------------------------------------
  def self.stop(sound_file)
    unless sound_file and sound_file.channel
      return
    end
    # Stop channel, then clear variables and dispose of bgm
    sound_file.channel.stop
    sound_file.channel = nil
    sound_file.sound.dispose
  end
  #--------------------------------------------------------------------------
  # * Return Length in Milliseconds
  #--------------------------------------------------------------------------
  def self.get_length(sound_file, unit = FModEx::FMOD_DEFAULT_UNIT)
    return sound_file.length(unit)
  end
  #--------------------------------------------------------------------------
  # * Check if Another Sound File is Playing
  #--------------------------------------------------------------------------
  def self.already_playing?(sound_file, name, position = 0)
    # Get a valid file name
    filename = self.selectBGMFilename(name)
    if (sound_file)
      # If the same sound file is already playing don't play it again
      if (sound_file.name == filename and position == 0)
        return true
      end
      # If another sound file is playing, stop it
      if sound_file.channel
        self.stop(sound_file)
      end
    end
    # No sound file is playing or it was already stopped
    return false
  end
  #--------------------------------------------------------------------------
  # * Check if Sound File is Playing
  #--------------------------------------------------------------------------  
  def self.playing?(sound_file)
    unless sound_file and sound_file.channel
      return false
    end
    return sound_file.channel.playing?
  end
  #--------------------------------------------------------------------------
  # * Get Current Sound File Playing Position
  #--------------------------------------------------------------------------
  def self.get_position(sound_file)
    unless sound_file and sound_file.channel
      return 0
    end
    return sound_file.channel.position
  end
  #--------------------------------------------------------------------------
  # * Seek to a New Sound File Playing Position
  #--------------------------------------------------------------------------
  def self.set_position(sound_file, new_pos)
    unless sound_file and sound_file.channel
      return
    end
    sound_file.channel.position = new_pos
  end
  #--------------------------------------------------------------------------
  # * Get Current Sound File Volume
  #--------------------------------------------------------------------------
  def self.get_volume(sound_file)
    unless sound_file
      return 0
    end
    return sound_file.volume
  end
  #--------------------------------------------------------------------------
  # * Set Sound File Volume
  #--------------------------------------------------------------------------
  def self.set_volume(sound_file, volume)
    unless sound_file and sound_file.channel
      return
    end
    sound_file.volume = volume * 1.0
    sound_file.channel.volume = volume / 100.0
  end
  #--------------------------------------------------------------------------
  # * Set Loop Points
  #     first           : Loop start point in milliseconds
  #     second          : Loop end point in milliseconds (-1 for file end)
  #     unit            : FMOD_TIMEUNIT for points
  #--------------------------------------------------------------------------
  def self.set_loop_points(sound_file, first, second, unit = FModEx::FMOD_DEFAULT_UNIT)
    unless sound_file and sound_file.channel
      return
    end
    # If second is -1 then set loop end to the file end
    if second == -1
      second = sound_file.length - 1
    end
    # Set loop points and reflush stream buffer
    sound_file.channel.sound.setLoopPoints(first, second, unit)
    sound_file.channel.position = sound_file.channel.position
    return sound_file
  end
  #--------------------------------------------------------------------------
  # * Play BGM (or ME)
  #     name            : Name of the file
  #     volume          : Channel volume
  #     pitch           : Channel frequency
  #     position        : Starting position in milliseconds
  #     looping         : Does the BGM loop?
  #--------------------------------------------------------------------------
  def self.bgm_play(name, volume, pitch, position = 0, looping = true)
    return if self.already_playing?(@fmod_bgm, name, position)
    # Now play the new BGM as a stream
    @fmod_bgm = self.play(name, volume, pitch, position, looping, true)
  end
  #--------------------------------------------------------------------------
  # * Stop and Dispose of BGM
  #--------------------------------------------------------------------------
  def self.bgm_stop
    self.stop(@fmod_bgm)
    @fmod_bgm = nil
  end
  #--------------------------------------------------------------------------
  # * Return BGM Length in Milliseconds
  #--------------------------------------------------------------------------
  def self.bgm_length(sound_file)
    self.get_length(@fmod_bgm)
  end
  #--------------------------------------------------------------------------
  # * Check if a BGM is Playing
  #--------------------------------------------------------------------------  
  def self.bgm_playing?
    return self.playing?(@fmod_bgm)
  end
  #--------------------------------------------------------------------------
  # * Get Current BGM Playing Position
  #--------------------------------------------------------------------------
  def self.bgm_position
    return self.get_position(@fmod_bgm)
  end
  #--------------------------------------------------------------------------
  # * Seek to New BGM Playing Position
  #--------------------------------------------------------------------------
  def self.bgm_position=(new_pos)
    self.set_position(@fmod_bgm, new_pos)
  end
  #--------------------------------------------------------------------------
  # * Get Current BGM Volume
  #--------------------------------------------------------------------------
  def self.bgm_volume
    return self.get_volume(@fmod_bgm)
  end
  #--------------------------------------------------------------------------
  # * Set BGM Volume
  #--------------------------------------------------------------------------
  def self.bgm_volume=(volume)
    self.set_volume(@fmod_bgm, volume)
  end
  #--------------------------------------------------------------------------
  # * Set Loop Points
  #     first           : Loop start point in milliseconds
  #     second          : Loop end point in milliseconds
  #     unit            : FMOD_TIMEUNIT for points
  #--------------------------------------------------------------------------
  def self.bgm_set_loop_points(first, second, unit = FModEx::FMOD_DEFAULT_UNIT)
    @fmod_bgm = self.set_loop_points(@fmod_bgm, first, second, unit)
  end
  #--------------------------------------------------------------------------
  # * Play BGS
  #     name            : Name of the file
  #     volume          : Channel volume
  #     pitch           : Channel frequency
  #     position        : Starting position in milliseconds
  #     looping         : Does the BGS loop?
  #--------------------------------------------------------------------------
  def self.bgs_play(name, volume, pitch, position = 0, looping = true)
    return if self.already_playing?(@fmod_bgs, name, position)
    # Now play the new BGS as a stream
    @fmod_bgs = self.play(name, volume, pitch, position, looping, true)
  end
  #--------------------------------------------------------------------------
  # * Stop and Dispose of BGS
  #--------------------------------------------------------------------------
  def self.bgs_stop
    self.stop(@fmod_bgs)
    @fmod_bgs = nil
  end
  #--------------------------------------------------------------------------
  # * Return BGS Length in Milliseconds
  #--------------------------------------------------------------------------
  def self.bgm_length(sound_file)
    self.get_length(@fmod_bgs)
  end
  #--------------------------------------------------------------------------
  # * Check if a BGS is Playing
  #--------------------------------------------------------------------------  
  def self.bgs_playing?
    return self.playing?(@fmod_bgs)
  end
  #--------------------------------------------------------------------------
  # * Get Current BGS Playing Position
  #--------------------------------------------------------------------------
  def self.bgs_position
    return self.get_position(@fmod_bgs)
  end
  #--------------------------------------------------------------------------
  # * Seek to New BGS Playing Position
  #--------------------------------------------------------------------------
  def self.bgs_position=(new_pos)
    self.set_position(@fmod_bgs, new_pos)
  end
  #--------------------------------------------------------------------------
  # * Get Current BGS Volume
  #--------------------------------------------------------------------------
  def self.bgs_volume
    return self.get_volume(@fmod_bgs)
  end
  #--------------------------------------------------------------------------
  # * Set BGS Volume
  #--------------------------------------------------------------------------
  def self.bgs_volume=(volume)
    self.set_volume(@fmod_bgs, volume)
  end
  #--------------------------------------------------------------------------
  # * Set Loop Points
  #     first           : Loop start point in milliseconds
  #     second          : Loop end point in milliseconds
  #     unit            : FMOD_TIMEUNIT for points
  #--------------------------------------------------------------------------
  def self.bgs_set_loop_points(first, second, unit = FModEx::FMOD_DEFAULT_UNIT)
    @fmod_bgs = self.set_loop_points(@fmod_bgs, first, second, unit)
  end
  #--------------------------------------------------------------------------
  # * Play SE
  #     name            : Name of the file
  #     volume          : Channel volume
  #     pitch           : Channel frequency
  #--------------------------------------------------------------------------
  def self.se_play(name, volume, pitch)
    if @fmod_se.size > @fmod.maxChannels
      se = @fmod_se.shift
      self.stop(se)
    end
    # Load SE into memory and play it
    @fmod_se << self.play(name, volume, pitch, 0, false, false)
  end
  #--------------------------------------------------------------------------
  # * Stop and Dispose of all SEs
  #--------------------------------------------------------------------------
  def self.se_stop
    for se in @fmod_se
      self.stop(se)
    end
    @fmod_se.clear
  end
  #--------------------------------------------------------------------------
  # * Get Rid of Non-Playing SEs
  #--------------------------------------------------------------------------  
  def self.se_clean
    for se in @fmod_se
      unless self.playing?(se)
        self.stop(se)
        @fmod_se.delete(se)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Check if There's Some SE in SE Array
  #--------------------------------------------------------------------------  
  def self.se_list_empty?
    return @fmod_se.empty?
  end
  #--------------------------------------------------------------------------
  # * Dispose of Everything
  #--------------------------------------------------------------------------  
  def self.dispose
    self.bgm_stop
    self.bgs_stop
    self.se_stop
    @fmod.dispose
  end
end

#==============================================================================
# ** Audio
#------------------------------------------------------------------------------
#  The module that carries out music and sound processing.
#==============================================================================

module Audio
  #--------------------------------------------------------------------------
  # * Constants
  #--------------------------------------------------------------------------
  BGM_FADE_IN_INCREMENT = 5     # BGM volume incremented 0.2 seconds
  #--------------------------------------------------------------------------
  # * Instance Variables
  #--------------------------------------------------------------------------
  @bgm_fading_out = false       # BGM started fading out
  @bgm_fade_decrement = 0.0     # BGM volume decremented each update
  @bgs_fading_out = false       # BGS started fading out
  @bgs_fade_decrement = 0.0     # BGS volume decremented each update
  @me_fading_out = false        # ME started fading out
  @me_fade_decrement = 0.0      # ME volume decremented each update
  @me_playing = false           # Is some ME playing?
  @playing_bgm = nil            # BGM currently being played
  @next_bgm = nil               # The BGM to be played after fading out
  @next_bgm_position = 0        # Starting position of next bgm
  @next_bgs = nil               # The BGS to be played after fading out
  @next_bgs_position = 0        # Starting position of next bgm
  @next_me = nil                # The ME to be played after fading
  #--------------------------------------------------------------------------
  # * Starts BGM Playback
  #     name            : Name of the file
  #     volume          : Channel volume
  #     pitch           : Channel frequency
  #     position        : Starting position in milliseconds
  #--------------------------------------------------------------------------
  def Audio.bgm_play(filename, volume = 100, pitch = 100, position = 0,
                      fade_in = false)
    if @bgm_fading_out and !fade_in
      @next_bgm = RPG::AudioFile.new(filename, volume, pitch)
      @next_bgm_position = position
      return
    end
    start_volume = volume
    if fade_in
      @bgm_target_volume = volume unless @bgm_fading_in
      @bgm_fading_in = true
      start_volume = 0
    end
    @bgm_fading_out = false
    # If a ME is playing we wait until it's over before playing BGM
    unless @me_playing
      FMod::bgm_play(filename, start_volume, pitch, position)
    end
    @playing_bgm = RPG::AudioFile.new(filename, volume, pitch)
    @memorized_bgm = @playing_bgm
    @memorized_bgm_position = position
  end
  #--------------------------------------------------------------------------
  # * Stops BGM Playback
  #--------------------------------------------------------------------------
  def Audio.bgm_stop
    @memorized_bgm = nil
    @playing_bgm = nil
    @bgm_fading_in = false
    @bgm_fading_out = false
    # MEs are internally BGMs, but are stopped with me_stop instead
    if @me_playing
      return
    end
    FMod::bgm_stop
  end
  #--------------------------------------------------------------------------
  # * Starts BGM fadeout.
  #     time            : Length of the fadeout in milliseconds.
  #--------------------------------------------------------------------------
  def Audio.bgm_fade(time)
    return if @me_playing or !FMod::bgm_playing?
    @bgm_fading_out = true
    time = time / 1000
    @bgm_fade_decrement = FMod::bgm_volume / (time * 5)
  end
  #--------------------------------------------------------------------------
  # * Starts BGS Playback
  #     name            : Name of the file
  #     volume          : Channel volume
  #     pitch           : Channel frequency
  #     position        : Starting position in milliseconds
  #--------------------------------------------------------------------------
  def Audio.bgs_play(filename, volume = 100, pitch = 100, position = 0)
    if @bgs_fading_out
      @next_bgs = RPG::AudioFile.new(filename, volume, pitch)
      @next_bgs_position = position
      return
    end
    FMod::bgs_play(filename, volume, pitch, position)
  end
  #--------------------------------------------------------------------------
  # * Stops BGS Playback
  #--------------------------------------------------------------------------
  def Audio.bgs_stop
    FMod::bgs_stop
    @bgs_fading_out = false
  end
  #--------------------------------------------------------------------------
  # * Starts BGS fadeout.
  #     time            : Length of the fadeout in milliseconds.
  #--------------------------------------------------------------------------
  def Audio.bgs_fade(time)
    return unless FMod::bgs_playing?
    @bgs_fading_out = true
    time = time / 1000
    @bgs_fade_decrement = FMod::bgs_volume / (time * 5)
  end
  #--------------------------------------------------------------------------
  # * Starts ME Playback
  #     name            : Name of the file
  #     volume          : Channel volume
  #     pitch           : Channel frequency
  #--------------------------------------------------------------------------
  def Audio.me_play(filename, volume = 100, pitch = 100)
    if @me_fading_out
      @next_me = RPG::AudioFile.new(filename, volume, pitch)
      return
    end
    if @bgm_fading_out
      self.bgm_stop
    end
    # Memorize playing bgm
    if @playing_bgm and !@me_playing
      bgm = @playing_bgm
      @playing_bgm = RPG::AudioFile.new(bgm.name, FMod::bgm_volume, bgm.pitch)
      @memorized_bgm = @playing_bgm
      @memorized_bgm_position = FMod::bgm_position
    end
    @me_playing = true
    FMod::bgm_play(filename, volume, pitch, 0, false)
  end
  #--------------------------------------------------------------------------
  # * Stops ME Playback
  #--------------------------------------------------------------------------
  def Audio.me_stop
    return unless @me_playing
    @me_playing = false
    @me_fading_out = false
    # Play memorized bgm, fading in
    if @memorized_bgm and !@bgm_fading_out
      bgm = @memorized_bgm
      self.bgm_play(bgm.name, bgm.volume, bgm.pitch, @memorized_bgm_position, true)
    else
      self.bgm_stop
    end
  end
  #--------------------------------------------------------------------------
  # * Starts ME fadeout.
  #     time            : Length of the fadeout in milliseconds.
  #--------------------------------------------------------------------------
  def Audio.me_fade(time)
    return unless FMod::bgm_playing?
    @me_fading_out = true
    time = time / 1000
    @bgm_fade_decrement = FMod::bgm_volume / (time * 5)
  end
  #--------------------------------------------------------------------------
  # * Starts SE Playback
  #     name            : Name of the file
  #     volume          : Channel volume
  #     pitch           : Channel frequency
  #--------------------------------------------------------------------------
  def Audio.se_play(filename, volume = 100, pitch = 100)
    FMod::se_play(filename, volume, pitch)
  end
  #--------------------------------------------------------------------------
  # * Stops SE Playback
  #--------------------------------------------------------------------------
  def Audio.se_stop
    FMod::se_stop
  end
  #--------------------------------------------------------------------------
  # * Update ME Playback, SE Disposal and Fading, Called Each Frame
  #--------------------------------------------------------------------------
  def Audio.update
    # Stop ME when it's over (and continue playing BGM)
    if @me_playing
      unless FMod::bgm_playing?
        self.me_stop
      end
    end
    # Remove any finished SEs
    unless FMod::se_list_empty?
      FMod::se_clean
    end
    if @bgm_fading_in
      # Stop fading when target is reached, otherwise increase volume
      if FMod::bgm_volume >= @bgm_target_volume
        @bgm_fading_in = false
      else
        current_volume = FMod::bgm_volume + BGM_FADE_IN_INCREMENT
        FMod::bgm_volume = current_volume
      end
    end
    if FMod::bgm_playing? and @bgm_fading_out and
        !@me_playing
      if FMod::bgm_volume <= 0
        @bgm_fading_out = false
        self.bgm_stop
        # If another BGM played while fading out, play it (most recent)
        if @next_bgm
          self.bgm_play(@next_bgm.name, @next_bgm.volume,
                        @next_bgm.pitch, @next_bgm_position)
          @next_bgm = nil
        end
      else
        current_volume = FMod::bgm_volume - @bgm_fade_decrement
        FMod::bgm_volume = current_volume
      end
    end
    if FMod::bgs_playing? and @bgs_fading_out
      if FMod::bgs_volume <= 0
        @bgs_fading_out = false
        self.bgs_stop
        # If another BGS played while fading out, play it (most recent)
        if @next_bgs
          self.bgs_play(@next_bgs.name, @next_bgs.volume,
                        @next_bgs.pitch, @next_bgs_position)
          @next_bgs = nil
        end
      else
        current_volume = FMod::bgs_volume - @bgs_fade_decrement
        FMod::bgs_volume = current_volume
      end
    end
    if FMod::bgm_playing? and @me_fading_out
      if FMod::bgm_volume <= 0
        # If another ME played while fading out, play it (most recent)
        if @next_me
          self.me_play(@next_me.name, @next_me.volume, @next_me.pitch)
          @next_me = nil
        else
          @me_fading_out = false
          self.me_stop
        end
      else
        current_volume = FMod::bgm_volume - @bgm_fade_decrement
        FMod::bgm_volume = current_volume
      end
    end
  end
end

# Create an endless loop to update Audio module
Thread.new do
  loop do
    sleep 0.2
    Audio.update
  end
end


 
2)telecharger ce fichier:http://www.sendspace.com/file/nduxyb

glisser le dans le même dossier que game.exe

3)Fin, Rgss player peut enfin lire plusieurs formats et surtout le midi sans BUG et LAG!!

édit:ce tuto n’enlève en aucun cas les lag causé par des script au des fichiers trop volumineux!!
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Publicité






MessagePosté le: Jeu 18 Aoû - 22:03 (2011)    Sujet du message: Publicité

PublicitéSupprimer les publicités ?
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Solfay
Team SDK


Inscrit le: 16 Fév 2011
Messages: 397
Masculin

MessagePosté le: Jeu 18 Aoû - 23:15 (2011)    Sujet du message: Utiliser les format Midi, Ogg, AAC, IT, XM, MOD, S3M, Mp3

Hellow!
Je vais tester ça et editer se post Clin d'œil foireux.
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Contenu Sponsorisé






MessagePosté le: Aujourd’hui à 16:55 (2017)    Sujet du message: Utiliser les format Midi, Ogg, AAC, IT, XM, MOD, S3M, Mp3

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