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bard-audio/scripts/bard_audio_macros_EDITME/bard_audio_macros_EDITME.gml
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// macros are moved to here now as of 2022/12/12 | ||
// this should hopefully simplify version control for folks who have custom macro settings | ||
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#macro AUDIO_USES_Z false | ||
/*if TRUE, then we will assume every spatial object has an internal variable called "z," the same as every game maker object | ||
has variables called "x" and "y." if you arent using a z variable then leave this off. | ||
*/ | ||
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#macro AUDIO_EDITOR_CAN_LOAD_DATA true | ||
/* this should be set to false or debug_mode when making any public build releases. | ||
when true, this allows the game to look for project files & audio editor data on the user's file system. | ||
this is important because, when you query the user's file system for project data stuff, it gives users a potential avenue of attack to edit the game or do weird stuff | ||
i prefer to leave this as debug_mode at all times for safety, and only use the audio editor in debug mode. | ||
*/ | ||
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#macro AUDIO_EDITOR_ROOM rmAudioEditor | ||
/*The GameMaker room used as the audio editor. it can be named anything, just make sure its a room that contains objAudioEditor. | ||
*/ | ||
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#macro EDITOR_PLAY_ROOM rmAudioDemo | ||
/* When you hit CTRL+ENTER in the editor, it will go to this room. make it a room that could be a reasonable entrypoint to begin | ||
gameplay! that way you can edit sounds, test them in-game, and then go back to adjust. | ||
*/ | ||
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#macro ROOT_SOUND_FOLDER "Sounds" | ||
/*root folder for all audio *inside the game maker project* */ | ||
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#macro EXTERN_SOUND_FOLDER "audio/" | ||
/* folder for any external audio files, should be located in your project datafiles | ||
*DO include the final slash* */ | ||
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#macro DISABLE_SYNCGROUPS true | ||
/* game maker has a "sync group" feature but it had some weird issues on some platforms right when we were trying to ship wandersong so we rerouted all the logic to avoid using them | ||
this might be a decision we could go back on but in general the fewer different features we're relying on, the better. even at their best sync groups have a lot of weird/unpredictable/unique behavior that | ||
forces you to treat them different from other types of playing sounds.*/ | ||
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#macro AUDIO_EDITOR_AUTO_SAVE true | ||
/*when 'true' it auto-saves. could be very slow in a giant project so leaving the option to disable this later*/ | ||
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#macro AUDIO_ENABLE true | ||
/* when 'false,' no audio is loaded or played through the system ever. might be useful for saving processing or load time etc. */ | ||
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#macro MUSIC_DEFAULT_FADEOUT 4 | ||
/*when using the music_* functions to change from one trakc ot another, this is the default fadeout length before starting the next song */ | ||
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#macro MUSIC_DEFAULT_GAP 0 | ||
/*when using the music_* functions to change from one track to another, this is the default gap of silence starting the next song (this time always follows the previous song fading out) */ | ||
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//////////default values for spatial audio////////// | ||
audio_listener_orientation(0,0,1,0,-1,0); | ||
audio_falloff_set_model(audio_falloff_linear_distance); //_clamped? | ||
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global.default_sound_size = 800;// //if sounds are within this distance of the listener, theyre full volume | ||
global.default_sound_atten = 2500;// //at this distance, sounds are inaudible | ||
global.listener_distance = 1250;//50 //how far the listener is from the screen | ||
global.max_listener_distance = 1500; //farthest the listener can be from the screen - the distance is alered based on the view scale | ||
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////////// if you want to add music keys, add them in *bard_audio_system_music_keys* ////////// |
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bard-audio/scripts/bard_audio_macros_EDITME/bard_audio_macros_EDITME.yy
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bard-audio/scripts/bard_audio_system/bard_audio_system.gml
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