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Posted 2007-03-07, 07:19 PM in reply to Chruser's post starting "Hmm, if there actually is some way to..."
Chruser said:
Hmm, if there actually is some way to jump into a midi, you could measure the BPM of the "original" music, and set a timer when it original midi starts to play. Whenever the timer hits certain key points, (e.g. the time corresponding to eight beats) you can check for conditions to change the music. I haven't used RPGMaker for almost two years though, so I don't know what is possible to do these days. If RPGMaker has a modulo operator, it would help a lot.

If you can't jump into a midi file, start off with something really repetitive and switch to a more complex piece?
The problem is, there's nothing in RM2k3 that I know of that will let you play a midi from anywhere but the beginning. (Or any sort of media file, for that matter)
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BlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzBlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
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Posted 2007-03-08, 05:07 AM in reply to BlueCube's post starting "The problem is, there's nothing in..."
one thing i've learned about reading theres threads is that, when it comes to rpg maker, BlueCubes word is gospel lol thanks for the advice guys, i'll try it out and see how it works.

i just got hit by a brainwave lol, i got an idea now to have song 1 play as an SFX and song 2 play as a BGM (song 1 will be the basic song, and song 2 will be the instument i want to play over it). i'll have them start at the same time but have the BGM volume set to 0%, and whenever the event goes off, BGM gets turned up and plays over the original theme (which is actually just playing as a sound effect). all i gotta do then is figure out how long the song is, make a timer, and make the sfx loop.
is there any bugs im missing, kuz this feels a little to easy for something that had me pulling out my hair a few days ago lol
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