Author Topic: Super Sound Guide for YoSniper's Engine  (Read 15910 times)

Sephalos

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Super Sound Guide for YoSniper's Engine
« on: June 26, 2013, 06:12:49 PM »
Intro
This guide will assume that you are using the YoSniper's Newest Engine or that the engine you are using is similar. Super Sound uses OGG files, so make sure you convert them using Audacity, a free audio editing software.

YoSniper's Newest Engine
Audacity

Step 1.  Installing
Download the Super Sound Extension here https://gmc.yoyogames.com/index.php?showtopic=462692
Make a Music Folder to put in your OGG music files and put the folder in the same location as your Game Maker project.
Open your Game Maker project  and install the extension by going through the ?Resources? tab and clicking ?Select Extension Packages?.


Find and Install the Super Sound Extension Package.


You can also check the help file for more information on the functions you can use with the extension.


Step 2. World Object
Now we need to initialize Super Sound. Go to your ?world? object and go to the ?create event? script and add in the line.
SS_Init();


Initializing Super Sound means we also need to Unload it before the game is closed.
Change the ?Press F4 Event? script to this:
if keyboard_check(vk_alt)  { SS_Unload(); game_end (); }
And for both the ?Press Esc Event? and ?Close Button Event? change the script to this:
SS_Unload(); game_end();

Also, disable 'Let <Esc> end the game' in the Global Game Setting menu.


Step 3. Music Script
In the Scripts Folder find musicFunction.


Then you?ll change each ?case?.
The startRoom case should look like this:
case startRoom:         
if filePlaying != 1 { filePlaying = 1;
if SS_IsHandleValid(bgm) = 1 { SS_FreeSound(bgm); }
bgm = SS_LoadSound('Music/title.ogg',1); SS_PlaySound(bgm); }
break;


Default case should look like this:
default:
if filePlaying != 0 { filePlaying = 0;
if SS_IsHandleValid(bgm) = 1 { SS_FreeSound(bgm); } }
break;


You?ll want to copy paste those as you add more room so for example, your first area would look like this:
case stage1a:           
if filePlaying != 3 { filePlaying = 3;
if SS_IsHandleValid(bgm) = 1 { SS_FreeSound(bgm); }
bgm = SS_LoadSound('Music/stage1a.ogg',1); SS_LoopSound(bgm); }
break;


To choose which music you are playing change ?Music/file.ogg? to something else. Make sure the ?filePlaying? is changed if you are switching to a new music. If you need to change music in the middle of a stage use the same code but make sure it is handled by the world object by doing this:
with(world){ if filePlaying != 5 { filePlaying = 5;
if SS_IsHandleValid(bgm) = 1 { SS_FreeSound(bgm); }
bgm = SS_LoadSound('Music/boss.ogg',1); SS_LoopSound(bgm); } }



I think that?s it, I really hope I didn?t forget anything and I hope this helps. :OneHand:

lemonxreaper

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Re: Super Sound Guide for YoSniper's Engine
« Reply #1 on: June 27, 2013, 06:04:32 AM »
Interesting, it certainly isn't as confusing as I thought, the real confusion came from the part of yosnipers music script. I would use that engine, but it would just take me too long to make it how I like, and there's a couple of things i'm not keen on.
Still learned a bit about ssound from this. I will have to use it if I get GM pro, since I'm sure that lite doesn't support extensions.
Just pretend I have a cool picture like Zero.
Completed Fangames: httpss://dl.dropboxusercontent.com/u/4678222/Complete%20Fangames.txt

Sephalos

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Re: Super Sound Guide for YoSniper's Engine
« Reply #2 on: June 27, 2013, 06:49:29 AM »
Interesting, it certainly isn't as confusing as I thought, the real confusion came from the part of yosnipers music script. I would use that engine, but it would just take me too long to make it how I like, and there's a couple of things i'm not keen on.
Still learned a bit about ssound from this. I will have to use it if I get GM pro, since I'm sure that lite doesn't support extensions.
One thing's for sure, I just can't get it to work with Yutuu. I think it has something to do with the way Yutuu Engine Saves and Loads.

lemonxreaper

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Re: Super Sound Guide for YoSniper's Engine
« Reply #3 on: June 27, 2013, 06:56:46 AM »
Its certainly possible, Kamilia 2 uses both.
I don't exactly need it, but there was some features I thought I could take advantage of.
Just pretend I have a cool picture like Zero.
Completed Fangames: httpss://dl.dropboxusercontent.com/u/4678222/Complete%20Fangames.txt

Sephalos

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Re: Super Sound Guide for YoSniper's Engine
« Reply #4 on: June 27, 2013, 12:05:21 PM »
Its certainly possible, Kamilia 2 uses both.
I don't exactly need it, but there was some features I thought I could take advantage of.
I'm pretty sure Influka modified the way the game handles saves. Judging by the fact that you can only save one file. But I might look into eventually and try to find a way to make it work.

pieceofcheese87

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Re: Super Sound Guide for YoSniper's Engine
« Reply #5 on: July 16, 2013, 08:57:48 PM »
when i change the case events to

case startRoom:         
if filePlaying != 1 { filePlaying = 1;
if SS_IsHandleValid(bgm) = 1 { SS_FreeSound(bgm); }
bgm = SS_LoadSound('Music/title.ogg',1); SS_PlaySound(bgm); }
break;

it says "Unknown function or script: SS_IsHandleValid"
Wat am i doing wrong
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Sephalos

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Re: Super Sound Guide for YoSniper's Engine
« Reply #6 on: July 16, 2013, 09:10:44 PM »
when i change the case events to

case startRoom:         
if filePlaying != 1 { filePlaying = 1;
if SS_IsHandleValid(bgm) = 1 { SS_FreeSound(bgm); }
bgm = SS_LoadSound('Music/title.ogg',1); SS_PlaySound(bgm); }
break;

it says "Unknown function or script: SS_IsHandleValid"
Wat am i doing wrong
That's weird...
Make sure you have the version I linked in the thread and make sure you did all the above steps.

pieceofcheese87

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Re: Super Sound Guide for YoSniper's Engine
« Reply #7 on: July 16, 2013, 09:13:00 PM »
when i change the case events to

case startRoom:         
if filePlaying != 1 { filePlaying = 1;
if SS_IsHandleValid(bgm) = 1 { SS_FreeSound(bgm); }
bgm = SS_LoadSound('Music/title.ogg',1); SS_PlaySound(bgm); }
break;

it says "Unknown function or script: SS_IsHandleValid"
Wat am i doing wrong
That's weird...
Make sure you have the version I linked in the thread and make sure you did all the above steps.

I downloaded the SuperSound for Gamemaker 8.1 down further in the comments of the thread because people said the one in the OP didn't work for 8.1
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Sephalos

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Re: Super Sound Guide for YoSniper's Engine
« Reply #8 on: July 16, 2013, 09:17:44 PM »
Try adding this line to the world create object also after SS_Init();

bgm = SS_LoadSound('Music/title.ogg',1);

pieceofcheese87

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Re: Super Sound Guide for YoSniper's Engine
« Reply #9 on: July 16, 2013, 09:22:37 PM »
Try adding this line to the world create object also after SS_Init();

bgm = SS_LoadSound('Music/title.ogg',1);

3 Questions:
Do I change 'Music/title.ogg' to the title of a song? I mean in the one you just told me to put in the world object.
How does that change the "Unknown script or function: SS_IsHandleValid"?
Are you telling me to switch to the original one in the link you posted?
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Sephalos

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Re: Super Sound Guide for YoSniper's Engine
« Reply #10 on: July 16, 2013, 09:51:56 PM »
Try adding this line to the world create object also after SS_Init();

bgm = SS_LoadSound('Music/title.ogg',1);

3 Questions:
Do I change 'Music/title.ogg' to the title of a song? I mean in the one you just told me to put in the world object.
How does that change the "Unknown script or function: SS_IsHandleValid"?
Are you telling me to switch to the original one in the link you posted?
Keep everything the way it was and add it also to the world object (the name of a song you have in your music folder) I just want to see if that would maybe fix it.

pieceofcheese87

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Re: Super Sound Guide for YoSniper's Engine
« Reply #11 on: July 16, 2013, 09:54:42 PM »
It still says "Unknown function or script: SS_IsHandleValid" :SwiftRage:
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pieceofcheese87

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Re: Super Sound Guide for YoSniper's Engine
« Reply #12 on: July 16, 2013, 10:59:03 PM »
What game maker version do you use Seph?
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Starz0r

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Re: Super Sound Guide for YoSniper's Engine
« Reply #13 on: July 16, 2013, 11:01:16 PM »
What game maker version do you use Seph?

He uses GameMaker 8.1.

pieceofcheese87

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Re: Super Sound Guide for YoSniper's Engine
« Reply #14 on: July 16, 2013, 11:20:28 PM »
Then why didn't he just say that the original one he posted worked for Game maker 8.1...     :/
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