BGM Queue #2024
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I've given a little more thought to this and I'm wondering if I should solely do it just for this engine, or if I should perhaps add the queue functionality it to beep but as far as this engine is concerned: New SCTRLs:
I'd also propose the following Perhaps we should also introduce |
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Regarding queuing, when you have to add so many parameters to such a new Sctrl, isn't the BGMVar+PlayBGM combo still more flexible/simple? I've never tried anything of the sort but can't you do like:
As for the sound trigger, that has been a long time coming. I would personally take a more verbose name over abbreviations, like SndChannelVar or even omit the channel with SoundVar. |
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Currently, the only way to do something akin to 3rd Strike's round changing music is to use a combination of BGMVar and ModifyBGM. A much better solution (more similar to what Capcom originally did) would be to make a BGM queue so that the next proper track(s) can be queued up for future playback.
This would require some restructuring of the BGM, but I think it could be a worthwhile feature for full games in particular, or perhaps even enable Xbox-style "playlist" playback eventually?
Not a very high priority for me but I'd like to at least document this for later.
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