Kngt_Of_Titania Posted July 11, 2013 Share Posted July 11, 2013 (edited) I hate to pose two questions so closely together, but it's the first time I'm doing heavy event assembler work, so I guess it's to be expected. So, here goes: A) I'm trying to have a sound effect happen when I bring units up (more specifically, skeletons in FE8, and instead of just having them pop up, I'd like to have a SFX happen that sounds like they're breaking out of the ground), but I'm running into a problem. My code for it: SOUN 0x00ABSTAL 50_LOAD1 0x0 label47_0x0228 0x7 (this line prevents a black flash while loading units in FE8, for whatever reason)SOUN 0x00ABSTAL 100_LOAD1 0x0 label48_0x0228 0x7STAL 50ENDA Now, this works if I replace SOUN with MUS2 and MURE 5 in their proper places, but it also kills the BGM for the duration of the SFX, which I don't want. However, when I used the SOUN command like this, all I get is a black flash; SOUN is supposed to work in FE8. Anybody know what's going wrong and how to fix it? B) Of a lesser importance, I noticed that when I try to change some songs to player phase music (mostly those used for scenes), it works fine at first but then cuts off when battles end. I ASSUME this has something to do with sound priority, but I'm not sure. Can anybody clarify? Edited July 11, 2013 by Kngt_Of_Titania Quote Link to comment Share on other sites More sharing options...
Agro Posted July 11, 2013 Share Posted July 11, 2013 B) Of a lesser importance, I noticed that when I try to change some songs to player phase music (mostly those used for scenes), it works fine at first but then cuts off when battles end. I ASSUME this has something to do with sound priority, but I'm not sure. Can anybody clarify? I know that in FE7 this happens when you haven't set the music priority to Map Music in the music array? So you're probably right. Is it custom music or just vanilla FE8 music? As for your sound effect issue, are you sure SOUN exists in FE8, for starters? Quote Link to comment Share on other sites More sharing options...
Kngt_Of_Titania Posted July 11, 2013 Author Share Posted July 11, 2013 (edited) As for your sound effect issue, are you sure SOUN exists in FE8, for starters? Well, the text file that lists the Assembler commands suggests so, at least. FE6: SOUN *Music ID* FE7: SOUN *Music ID* FE8: SOUN *Music ID* Play sound effect. Parameters: Music ID = Sound effect to play. EDIT: It's vanilla FE8 music, but designed for a cutscene. I just noticed it would work perfectly on one of my earlier chapters, and messed around with it. Edited July 11, 2013 by Kngt_Of_Titania Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 11, 2013 Share Posted July 11, 2013 yeah you have to set the music priority as for sound, you should probably try disassembling some existing chapters to see how they do it Quote Link to comment Share on other sites More sharing options...
Kngt_Of_Titania Posted July 11, 2013 Author Share Posted July 11, 2013 (edited) as for sound, you should probably try disassembling some existing chapters to see how they do it Been trying to, but I can't find a single example of a SFX that's not linked to enemy movement, forced battles, warp, breakable objects, etc. I think I'm too rusty on FE8's storyline. Edited July 11, 2013 by Kngt_Of_Titania Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 11, 2013 Share Posted July 11, 2013 one thing you could do if you're ambitious but lazy (ie 95% of what i do) is to find some sound that's tied to movement or warp or something that you don't really need or could easily be substituted like, say replace the armorknight walking sound with your rising dead noise and then spawn an armor knight offscreen Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted July 11, 2013 Share Posted July 11, 2013 (edited) like, say replace the armorknight walking sound with your rising dead noise and then spawn an armor knight offscreen LOL this is pure Genius! Good one, Cam. I'll probably do something like that now Anyway I've already tried it too, SOUN doesn't work in FE8. I think you'll just have to stick with MUS2 and kill the BGM for a while (like I usually do, and it isn't that bad), or find a workaround like the one suggested by Cam. Edited July 11, 2013 by Alfred Kamon Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 11, 2013 Share Posted July 11, 2013 just remember to mark it thoroughly with comments so you can remember what it's for wheny ou come back to it in 6 months also as a programmer i hate undocumented code Quote Link to comment Share on other sites More sharing options...
Kngt_Of_Titania Posted July 11, 2013 Author Share Posted July 11, 2013 one thing you could do if you're ambitious but lazy (ie 95% of what i do) is to find some sound that's tied to movement or warp or something that you don't really need or could easily be substituted like, say replace the armorknight walking sound with your rising dead noise and then spawn an armor knight offscreen Quick question, though. If one of my units HAPPENS to be standing on the tile offscreen, wouldn't that screw up this process? Quote Link to comment Share on other sites More sharing options...
Celice Posted July 11, 2013 Share Posted July 11, 2013 Been trying to, but I can't find a single example of a SFX that's not linked to enemy movement, forced battles, warp, breakable objects, etc. I think I'm too rusty on FE8's storyline. Isn't there a cutscene in FE8 involving an earthquake, its noise, and a screen-shake effect? If so, perhaps you should consult that event, perhaps discovering how they got the quake effect to work. Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted July 12, 2013 Share Posted July 12, 2013 Quick question, though. If one of my units HAPPENS to be standing on the tile offscreen, wouldn't that screw up this process? Offscreen doesn't necessarily mean offmap. Isn't there a cutscene in FE8 involving an earthquake, its noise, and a screen-shake effect? If so, perhaps you should consult that event, perhaps discovering how they got the quake effect to work. Ephraim route, chapter 10, beginning scene, if someone is interested in investigating that. ;) Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 12, 2013 Share Posted July 12, 2013 (edited) Quick question, though. If one of my units HAPPENS to be standing on the tile offscreen, wouldn't that screw up this process? spawn them so that they're forced to move they don't need to stay on the map for long (hell, you should be despawning them pretty much instantly) you just need them to move enough for the sound to play alternately spawn them on impassable terrain Edited July 12, 2013 by CT075 Quote Link to comment Share on other sites More sharing options...
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