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BGM Loopstart + Loopend Coding


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Posted

while testing the Yoyleland stage with custom music that i put in, i saw that the loopstart and loopend procedures didn't fire and it went straight to loop. here's the code that i used for it, with aftermarket loopstart and loopend modules because they didn't come pre-installed (all others are stock except for the bgmusic module; i inputted Motorway in place of Poopy Hioct):
[Music]
bgmusic = sound/Motorway - Loop.mp3
bgm.loopstart = sound/Motorway - Start.mp3
bgm.loopend = sound/Motorway - End.mp3
bgmvolume = 100
which one am i doing wrong? i do not doubt that it is the bgm.loopstart and bgm.loopend modules that are the issue since they may not be correctly formatted. (btw i'm using ikemen jsyk)

update: i was assuming the correct format for the loopstart and loopend modules are without the period, but i tried them before the period-added ones and they failed too

5 answers to this question

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Posted

That's not how loops work in MUGEN. bgmloopstart and bgmloopend take sample values, not their own music tracks.

 

As an example:

[Music]
bgmusic = sound/Voile, the Magic Library.mp3
bgmloopstart = 754837
bgmloopend = 4030012
  • bgmusic is the path to the music file.
  • bgmloopstart is the position where the loop starts, in samples.
  • bgmloopend is the same, but where the loop ends.

Which translates to this (click to zoom in):

aca2f9e21955.PNG

FXhJiHL.png XslF5vn.png malcsRF.png

Project LG said:

God knows you shit out characters like a friggin' gumball machine.

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Posted

apologies for opening this up again, but some of my "custom" music tracks have "end" parts after my selected loops that go unused. is there a way i can make it end after a final round, or should i use the "musicvictory" part instead, sacrificing my normal victory music for the end of the battle music?

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