#author("2023-11-18T04:15:48+00:00","default:admin","admin") #author("2024-09-06T11:48:30+09:00","default:admin","admin") *Sounds (Resources) [#zccdddd9] Manage sound data. sound formats available in RPG Developer Bakin are .ogg, .wav(Uncompressed PCM only). #ref(./Resources_Sounds.png,50%) #br #Contents **Sound Settings Options [#gf49bb81] ***File Tree [#oe9855b8] //COLOR(#FF0000):画像入る #ref(./Resources_Sounds_Files.png,80%) -''Add Button'' Add a sound from the asset picker. -''Folder Button'' Add a folder to manage sounds. -''Update Information Button'' Assign a folder for updating data. The first time you click on it, you will be asked if you want to specify the path from which you want to import the data. If you specify it, you will be able to update the data from that folder next time. Use this function when you want to place data for editing in a folder outside of the project. -''Copy Button'' Copy the selected sounds. -''Paste Button'' Paste the selected sounds. -''Trash Button'' Deletes the selected sounds. -''Export Button'' Copy the selected sounds to any folder. -''Management Tags + Notes'' You can add management tags and jot down memorandums. Tags are registered by adding # to the beginning of the line. Tags and notes entered in this field will not appear in the game. ***Sound List / Right-Click Menu [#r2e6754f] Right-click in the sound list to view. //COLOR(#FF0000):画像入る #ref(./Right.png,80%) #ref(https://rpgbakin.com/pukiwiki_en/?plugin=attach&refer=Terrains&openfile=Resouces_Filetree_Contextmenu.png,70%) #br -''Cut'' Cut out the selected sound file. -''Copy'' Copy the selected sound file. -''Paste'' Paste the cut and copied sound file. -''Delete'' Delete the selected sound file. -''Rename File by Resource Name'' Rename the specified file name with the name of the sound currently registered in the sound list. -''Specify Local Name'' Valid only when a folder is selected. Folder name localization function. English folder names can be specified when opening in the English version. -''Export Selected Elements'' Export the selected elements as an .exrbr file. If multiple selections are made, they are combined into one file. The .exrbr file is a file format that allows various resources to be compiled and imported into Bakin. -''Open the Resources Folder in Explorer'' Open the folder where the resource is stored. -''Open the Import Folder in Explorer'' Open the folder for import. -''Copy GUID'' Copy the unique GUID of the sound file. -''Sort This Hierarchy by Name'' Sort alphabetically by name within the selected hierarchy/folder. -''Sort Selected Elements by Name'' Sort only on multiple selections. -''Be Sure to Include in Published Work Export'' Ensure that the selected resources are included in the work when it is exported as a published work. ''&color(red){(!)};''When exporting a work as a published work, resources other than “resources used in the game,” such as those placed on maps or used in events, will not be included in the work. Therefore, resources that are used only by plug-ins installed in the work must be explicitly included in the work with this feature. ***Waveform Preview [#zc02cee9] This is the sound waveform preview screen. //COLOR(#FF0000):画像入る(モーション一覧を含む) #ref(./Resources_Sounds_Preview.png,80%) -''Preview Screen'' Sound waveform data is displayed. --''Test Play Button'' Play the sound from the beginning. --''Stop Button'' Stop sound playback. ***Sound Settings [#v98ad673] This section is for sound settings. //COLOR(#FF0000):画像入る #ref(./Resources_Sounds_Settings.png,80%) -''Name'' Specify a sound name for use within this project. (It can also be changed by clicking twice on the sound name in the sound list.) -''Basic'' --''File Name'' (cannot be changed) The file name of the sound. --''Folder Name'' (cannot be changed) The name of the folder where the sound is stored. --''Number of Channels'' (cannot be changed) The number of sound channels. --''Sampling Rate'' (cannot be changed) The sampling rate of the sound. --''Length'' (cannot be changed) Sound length. --''Type'' The type of sound can be specified as one of three types: BGM, Environmental Sound, or SE. If you want to play background music at the event, you can choose from the "BGM" type, and if you want to play SE, you can choose from the "SE" type. ''If this "Type" is not specified, all imported data will be specified as BGM, so please change the type according to your data usage.'' -''Loop'' --''Use Loop'' Use the sound data loop specification. Loop start/end points must be embedded in the sound data in advance. Please use a sound data processing tool to specify the loop. --''Start Point'' The number of seconds at the start of the loop setting included in the sound data. --''End Point'' The number of seconds at the end of the loop setting included in the sound data. -''Adjustment'' --''Volume'' You can specify the volume of the sound within this project. This will be the default volume when adjusting the volume in events and configurations.