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Tutorial Weather Sound Effects Version 2

DerxwnaKapsyla

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Apr 24, 2017
Posts
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DerxwnaKapsyla submitted a new resource:

Weather Sound Effects - Also known as "Silent rain no more"

Like in the Pokemon games proper, this script modification will allow you to have background sound for when weather is going on. After hours of Trial and Error, we got it working decently. Credit goes to Mugendai for getting the script working.

To get the script working, go to the Script Section "Game_Screen", and look for the following line: def weather(type, power, duration). Once you find it, that entire section needs to be overwritten with the following code.
Code:
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def...

Read more about this resource...
 

Echi

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Joined
Apr 17, 2017
Posts
22
I have a problem with this script. While I am in a map with BGM, I can't hear any sounds. But when I go to a map with blank BGM, I can hear it efficiently. Maybe the sound is going on, but it's too silent when BGM is on.
 

DerxwnaKapsyla

Overseer of the Abyss
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Apr 24, 2017
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152
I wouldn't say that's a problem with the script, but a problem with volume levels. I'd suggest either raising the volume of the sound effect or lowering the bgm's volume.
 

DerxwnaKapsyla

Overseer of the Abyss
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Apr 24, 2017
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I've updated the resources a little bit; it now accounts for weather types added in 17.x. There's also a script that allows you to add in thunder sound effects whenever the screen flashes.
 

Xerado

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Aug 4, 2018
Posts
26
@DerxwnaKapsyla. Love this. The only issue I'm having is Importing the RGSS Linker and FmodEx scripts. Upon compiling and start-up, it says there's an issue with loading the script library, naming the Linker script as the issue.
 

DarrylBD99

A YouTuber that really REALLY loves making games
Member
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May 20, 2020
Posts
61
@DerxwnaKapsyla, you have a couple of word errors.
Firstly, instead of:
Ruby:
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    elsif @weather_type_target == 4 # Sandstorm
         pbBGSPlay("Blizzard")
    elsif @weather_type_target == 5 # Sandstorm
         pbBGSPlay("Darude")
    elsif @weather_type_target == 6 # Sandstorm
         pbBGSPlay("HeavyRain")
it should be:
Ruby:
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    elsif @weather_type_target == 4 # Blizzard
         pbBGSPlay("Blizzard")
    elsif @weather_type_target == 5 # Sandstorm
         pbBGSPlay("Sandstorm")
    elsif @weather_type_target == 6 # Heavy Rain
         pbBGSPlay("HeavyRain")

Also, HeavyStorm.ogg should be HeavyRain.ogg.
 

DerxwnaKapsyla

Overseer of the Abyss
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Apr 24, 2017
Posts
152
I have it fixed properly on my side, but I never posted the revised versions here. Thanks for posting the fixed up versions!
 

lemiho19

Master Of Games
Member
Joined
Apr 23, 2023
Posts
19
Hmm the thunder sounds dont play for me, I messed with the values so that it was 100% to play but they still didnt maybe i copyed it wrong? heres the end of my code


# Storm flashes
if @type==PBFieldWeather::Storm
rnd = rand(300)
if rnd<4
@viewport.flash(Color.new(255,255,255,230),rnd*20)
if rand(50)<50
pbSEPlay("OWThunder1")
elsif rand(50)>30
pbSEPlay("OWThunder2")
else
return
end
end
end
@viewport.update
return if (@type==PBFieldWeather::None || @type==PBFieldWeather::Sun || @type==PBFieldWeather::Fog)
# Update weather particles (raindrops, snowflakes, etc.)
ensureSprites
for i in 1..@max
sprite = @sprites
break if sprite==nil
sprite.x += @weatherTypes[@type][1]
sprite.x += [2,0,0,-2][rand(4)] if @type==PBFieldWeather::Snow || @type==PBFieldWeather::Blizzard
sprite.y += @weatherTypes[@type][2]
sprite.opacity += @weatherTypes[@type][3]
# Check if sprite is off-screen; if so, reset it
x = sprite.x-@ox
y = sprite.y-@oy
nomWidth = Graphics.width
nomHeight = Graphics.height
if sprite.opacity<64 || x<-50 || x>nomWidth+128 || y<-300 || y>nomHeight+20
sprite.x = rand(nomWidth+150)-50+@ox
sprite.y = rand(nomHeight+150)-200+@oy
sprite.opacity = 255
sprite.mirror = false
sprite.mirror = (rand(2)==0) if @type==PBFieldWeather::Blizzard || @type==PBFieldWeather::Sandstorm
end
pbDayNightTint(sprite)
end
end
end
end
 
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