Pixel Game Maker MV

Pixel Game Maker MV

terbas Aug 16, 2021 @ 10:49pm
Two mysteries concerning the Audio Playback Runtime Action
Firstly, there is the "Specify Playback Time" function, which is supposed to be activated with some variables but its use is not explained (is it supposed to start the playback when a certain condition is met?). Secondly (the more mysterious one), on the same page, there is this statement: "Use the 'Save Playhead Start Time' variable to store a time from which the playback will begin. Not only there is no such variable among both common and object variables, how this feature is used is a great mystery. (A note to baz: A tutorial clarifying these two mysteries would be great :) )
Originally posted by Baz:
This post should help:

https://steamcommunity.com/app/837510/discussions/1/3080999687759324472/

Basically you create a variable for saving current bgm time while it's playing and then you stop the bgm. If you wish to resume later at the LAST point of the song it was on then you simply use Audio Playback, select the bgm, and click use the save playhead start time with the variable storing the timestamp where the song last left off. I use it quite a lot!
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A moderator of this forum has indicated that this post answers the original topic.
Baz Aug 16, 2021 @ 10:54pm 
This post should help:

https://steamcommunity.com/app/837510/discussions/1/3080999687759324472/

Basically you create a variable for saving current bgm time while it's playing and then you stop the bgm. If you wish to resume later at the LAST point of the song it was on then you simply use Audio Playback, select the bgm, and click use the save playhead start time with the variable storing the timestamp where the song last left off. I use it quite a lot!
terbas Aug 16, 2021 @ 11:23pm 
Once again, thanks a lot baz. I believe I understood 'Save Playhead Start Time' and I'm working on it now. Does "Specify Playback Tİme" work the same way? It also needs a variable to work. Does that variable also store the beginning of the BGM or SE?
Baz Aug 16, 2021 @ 11:36pm 
Originally posted by terbas:
Does "Specify Playback Tİme" work the same way? It also needs a variable to work. Does that variable also store the beginning of the BGM or SE?

That option is how you use the playhead you saved. So you put the same variable that you used to store the time in the Saving Playhead runtime and it will start the bgm at that time.
terbas Aug 17, 2021 @ 12:01am 
Are Start and Stop Playback universal? I mean when I start a BGM on one object, will it still stop when I give the stop command with the same BGM name on another object?
Last edited by terbas; Aug 17, 2021 @ 12:02am
terbas Aug 17, 2021 @ 12:29am 
Additionally, I made two objects. One was supposed to start the BGM (going from a blank action to Start BGM unconditonally) and for the other one I also made two action boxes, the first one was blank and linked to the other one with A on press (to be player controllable). This second one was supposed to work (save the playhead time and make the BGM continue after a short period of time/pause) after the button press. I placed all logic into the second action box. However, the result is only a half a second note and stopping music :(
terbas Aug 17, 2021 @ 12:58am 
Update: I've finally managed to save the playhead start time and pause the music (using two separate objects, one for BGM that works with A button and one for pausing and continuing that works with Y button) But when I tried to do all in a single object, I saw that the music begins unconditionally on test game without even pressing a button??? Actually, it is very annoying. And I can't understand why is starts on its own will when I specifically allocated a button for it?
terbas Aug 17, 2021 @ 1:05am 
Update: I solved the problem by adding a Stop Audio command on the first action box. The next time I press the button, it begins to play the BGM and then the same button pauses and continues the BGM. However, I still can't understand why we have to stop the BGM in the beginning and otherwise it keeps on playing after the play-test start?
Last edited by terbas; Aug 17, 2021 @ 1:28am
Baz Aug 17, 2021 @ 5:16am 
Originally posted by terbas:
I still can't understand why we have to stop the BGM in the beginning and otherwise it keeps on playing after the play-test start?

I’m unsure what you mean by this, can you ellaborate?
terbas Aug 17, 2021 @ 9:16am 
Originally posted by baz:
Originally posted by terbas:
I still can't understand why we have to stop the BGM in the beginning and otherwise it keeps on playing after the play-test start?

I’m unsure what you mean by this, can you ellaborate?

The problem was that the playback was starting without me pressing a button (although I connected the audio device with the R2 button?). It was beginning to play on its own will. So, I had to "stop" the BGM in the first action box and then entered the remaining data.:
stop BGM-- press R2-- play BGM --- save playhead start --- press R2 --- stop BGM--- press R2 --- continue BGM.
I know it sounds weird but that was the way it is.
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Date Posted: Aug 16, 2021 @ 10:49pm
Posts: 9