1
Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: August 08, 2016, 06:08:33 AM »I can see that so far (I just finished the first screen and working on the second)
Good luck!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
I can see that so far (I just finished the first screen and working on the second)
Too late.
No worries. I used to use FMOD in 8.1 because my tracks would always stutter when looping. In studio everything plays perfectly with the built in engine. The vast majority of fangames just play the music and maybe pitch shift on death. I think most people would consider any other manipulation of the music unusual an therefore interesting. I look forward to seeing what you come up with.
There is nothing wrong with the built-in audio engine that comes with GameMaker: Studio. In the past with GameMaker 8.1, people had to use FMOD to decrease loading times, and get more functionally like Pausing and Playing music, now it's all built-in to the default engine.
You can still choose to use FMOD but at this point you'd have to be doing something really interesting with the music to make use of it at this point.
To set what music you want a room to play, change the "scrGetMusic" script. You can also place an objPlayMusic object in the room and set the variable "BGM" in its creation code. If you want something to stop music, use "scrStopMusic()".