Fangames > Engines
I Wanna Be The Studio Engine YoYoYo Edition
Starz0r:
--- Quote from: Klaty on June 19, 2016, 07:15:47 AM ---
--- Quote from: YoYoYoDude1 on August 23, 2015, 12:39:54 PM ---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()".
--- End quote ---
I assume I could also use a sound engine like FMod instead, correct? (I'm sorry, I'm still new to this ^-^)
--- End quote ---
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.
Klaty:
--- Quote from: Starz0r on June 20, 2016, 06:47:37 PM ---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.
--- End quote ---
While that may be true, I can never be too sure. I'm not certain if you're trying to say that in a hostile way (proving that there's something bad about FMod) or just not wanting to answer my question on whether it's compatible or not.
I'm having a really hard time believing that the built-in audio engine can manage MIDI, pitch shift, reverse, pass, what more.
WetWookie:
--- Quote from: Klaty ---I'm not certain if you're trying to say that in a hostile way (proving that there's something bad about FMod) or just not wanting to answer my question on whether it's compatible or not.
--- End quote ---
--- Quote from: Starz0r ---You can still choose to use FMOD
--- End quote ---
--- Quote from: Klaty ---I'm having a really hard time believing that the built-in audio engine can manage MIDI, pitch shift, reverse, pass, what more.
--- End quote ---
The build in sound engine can pitch shift. Everything would classify as
--- Quote from: Starz0r ---something really interesting
--- End quote ---
Hopefully Starz0r won't be 'hostile' anymore by trying to answer your questions.
Starz0r:
--- Quote from: WetWookie on June 21, 2016, 02:40:49 PM ---Hopefully Starz0r won't be 'hostile' anymore by trying to answer your questions.
--- End quote ---
Wasn't hostile in the first place. I was simply stating that you really have no reason to use FMOD in a Studio game unless you are doing something interesting with the music and how it interacts with the game. And Quite honestly, he never stated what he was doing with the music in the first place, leaving me to assume he isn't using the core features of a Audio Engine.
:ZreknarF:
WetWookie:
So hostile :DapperKapper:
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