Mikey Séregon Posted February 28, 2013 Share Posted February 28, 2013 I made my own Aircalibur animation for FE7, and I ripped the sfx from FE6 with the Song Editor: And the problem is: the BGM is stops when the sfx is played. How can I fix that? Quote Link to comment Share on other sites More sharing options...
JFierce Posted March 1, 2013 Share Posted March 1, 2013 I'm not the sprite guy for my hack, so I wouldn't know if it's an issue with the animation or something in it. But I remember seeing in Nightmare editor that Music, which also encompasses sound effects has priority. So if your SFX you inserted has a higher priority than the song my guess is it's overwriting it so to speak and telling it to stop. I had a similar issue with map music where certain songs once a battle is done don't play again. Because they aren't lower priority than the battle music thus the battle music and them collide. But that's my guess, I'd pop into nightmare and check what level the SFX is at. SFX usually have a low priority. Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 1, 2013 Share Posted March 1, 2013 (edited) the aircalibur sfx kills the bgm there is a patch to fix that but i dunno where it is EDIT if your map BGM is stopping after fights just set the map BGM priority to be higher (there's a module for that but idk what it is) Edited March 1, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
Mikey Séregon Posted March 1, 2013 Author Share Posted March 1, 2013 Ok, I put 0x00000000 for the BGM, and 0x00060006 for the SFX, but now the SFX isn't played, or is very low to be heard, then I tried with the other priorities and the SFX is still very low. The only priority that works is 0x00000000, bur this kills the BGM... Any idea? Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted March 1, 2013 Share Posted March 1, 2013 That's weird, a priority of 6 should work fine. Idk how much you know about music editing but I'd look into checking the actual music data for some reason why it's not working properly. Someone mentioned a patch but IIRC it doesn't fix Aircalibur's sound, if said sound is even in FE7... if you ripped the sound it might have to do with how you inserted (what program and the such), but the priority for SFX is definitely up there (usually 06 or 07 IIRC), so it shouldn't be 00... Yet you say it plays softer, huh? Yeah, the only thing I could think of is that the program that inserted it is doing something weird. O_o Quote Link to comment Share on other sites More sharing options...
Mikey Séregon Posted March 2, 2013 Author Share Posted March 2, 2013 (edited) Paying more attention on the animation (With BGM = 00 and SFX = 06), it plays the SFX but it gets killed almost instantly for some reason... And the way I insert the SFX is using the rip and burn commands with the Song Editor. Because I don't know other way to do it ._. Edited March 2, 2013 by Mikey Séregon Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted March 2, 2013 Share Posted March 2, 2013 Can you show the spell script? Maybe it has something to do with that. Otherwise, it has to do with the sound, meaning that either the method you used or the program you inserted it with are the cause... well, that's all I can think of, anyway... Quote Link to comment Share on other sites More sharing options...
Mikey Séregon Posted March 2, 2013 Author Share Posted March 2, 2013 /// - Start Animation C00 C00 C00 C00 C00 C00 C00 C000040 O p- blank.PNG B p- blankbg.PNG 1 C010648 O p- windo01.PNG B p- blankbg.PNG 1 O p- windo02.PNG B p- blankbg.PNG 1 O p- windo03.PNG B p- blankbg.PNG 1 O p- windo04.PNG B p- blankbg.PNG 1 O p- windo05.PNG B p- blankbg.PNG 1 O p- windo06.PNG B p- blankbg.PNG 1 O p- windo07.PNG B p- blankbg.PNG 1 O p- windo08.PNG B p- blankbg.PNG 1 O p- windo09.PNG B p- blankbg.PNG 1 O p- windo10.PNG B p- blankbg.PNG 1 O p- windo11.PNG B p- blankbg.PNG 1 O p- windo12.PNG B p- blankbg.PNG 1 O p- windo13.PNG B p- blankbg.PNG 1 O p- windo14.PNG B p- blankbg.PNG 1 O p- windo15.PNG B p- blankbg.PNG 1 O p- windo16.PNG B p- blankbg.PNG 1 O p- windo17.PNG B p- blankbg.PNG 1 O p- windo18.PNG B p- blankbg.PNG 1 O p- windo19.PNG B p- blankbg.PNG 1 O p- windo20.PNG B p- blankbg.PNG 1 O p- windo21.PNG B p- blankbg.PNG 1 O p- windo22.PNG B p- blankbg.PNG 1 O p- windo23.PNG B p- blankbg.PNG 1 O p- windo24.PNG B p- blankbg.PNG 1 O p- windo25.PNG B p- blankbg.PNG 1 O p- windo26.PNG B p- blankbg.PNG 1 O p- windo27.PNG B p- blankbg.PNG 1 O p- windo28.PNG B p- blankbg.PNG 1 O p- windo29.PNG B p- blankbg.PNG 1 O p- windo30.PNG B p- blankbg.PNG 1 O p- windo31.PNG B p- blankbg.PNG 1 O p- windo32.PNG B p- blankbg.PNG 1 O p- windo33.PNG B p- blankbg.PNG 1 O p- windo34.PNG B p- blankbg.PNG 1 O p- windo35.PNG B p- blankbg.PNG 1 O p- windo36.PNG B p- blankbg.PNG 1 O p- windo37.PNG B p- blankbg.PNG 1 O p- windo38.PNG B p- blankbg.PNG 1 O p- windo39.PNG B p- blankbg.PNG 1 C00 C010748 C00001A C1F ~~~ O p- blank.PNG B p- windb01.PNG 1 C101029 O p- blank.PNG B p- windb02.PNG 1 O p- blank.PNG B p- windb03.PNG 1 O p- blank.PNG B p- windb04.PNG 1 O p- blank.PNG B p- windb05.PNG 1 O p- blank.PNG B p- windb06.PNG 1 O p- blank.PNG B p- windb07.PNG 1 O p- blank.PNG B p- windb08.PNG 1 O p- blank.PNG B p- windb09.PNG 1 O p- blank.PNG B p- windb10.PNG 1 O p- blank.PNG B p- blankbg.PNG 1 /// - End Animation Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted March 2, 2013 Share Posted March 2, 2013 looks okay to me, can you show entry 0x0106 and 0x0107 in the music array editor (or whatever else you use, I suppose...) Quote Link to comment Share on other sites More sharing options...
Mikey Séregon Posted March 2, 2013 Author Share Posted March 2, 2013 Quote Link to comment Share on other sites More sharing options...
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