131 lines
4.5 KiB
JavaScript
131 lines
4.5 KiB
JavaScript
//=============================================================================
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// RPG Maker MZ - AudioAdjust
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//
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// Copyright 2024 Panzer-IV. All rights reserved.
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// This source code or any portion thereof must not be
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// reproduced or used without licensed in any manner whatsoever.
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//=============================================================================
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/*:
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* @target MZ
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* @plugindesc 音声調節プラグイン
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* @author 四号戦車
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* @base PluginCommonBase
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* @base DebugSwitch
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* @base TextResource
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* @base PluginUtils
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* @orderAfter PluginCommonBase
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* @orderAfter DebugSwitch
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* @orderAfter TextResource
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* @orderAfter PluginUtils
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*
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* @help AudioAdjust.js
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*
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* Version: 0.0.3
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*
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* ME/BGS/BGMをパラレルに鳴らしたり、全体音量調節をするプラグイン
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*
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*/
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(() => {
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"use strict";
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//========================================================================
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// プラグイン定義
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//========================================================================
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const pluginName = "AudioAdjust";
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const script = document.currentScript;
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const param = PluginManagerEx.createParameter(script);
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//========================================================================
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// コアスクリプト変更部 (AudioManager)
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//========================================================================
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AudioManager._bgmVolume = 20;
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AudioManager._bgsVolume = 60;
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AudioManager._meVolume = 100;
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AudioManager._seVolume = 60;
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const _AudioManager_playSe = AudioManager.playSe;
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AudioManager.playSe = function(audio) {
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const adjust = 1.0;
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if (!!audio) {
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const adjusted = {
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name: audio.name,
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volume: (audio.volume * adjust),
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pitch: audio.pitch,
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pan: audio.pan,
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pos: audio.pos,
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};
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_AudioManager_playSe.apply(this, [ adjusted ]);
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} else {
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_AudioManager_playSe.apply(this, arguments);
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}
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};
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const _AudioManager_playMe = AudioManager.playMe;
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AudioManager.playMe = function(audio) {
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const adjust = 1.0;
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if (!!audio) {
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const adjusted = {
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name: audio.name,
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volume: (audio.volume * adjust),
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pitch: audio.pitch,
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pan: audio.pan,
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pos: audio.pos,
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};
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this.stopMe();
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this._meBuffer = this.createBuffer("me/", audio.name);
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this.updateMeParameters(adjusted);
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this._meBuffer.play(false);
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this._meBuffer.addStopListener(this.stopMe.bind(this));
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} else {
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this.stopMe();
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}
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};
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const _AudioManager_playBgs = AudioManager.playBgs;
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AudioManager.playBgs = function(audio, pos) {
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const adjust = 1.0;
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if (!!audio && $gameSystem._bgsOnSave) {
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const adjusted = {
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name: audio.name,
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volume: (audio.volume * adjust),
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pitch: audio.pitch,
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pan: audio.pan,
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pos: audio.pos,
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};
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_AudioManager_playBgs.apply(this, [ adjusted, pos ]);
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} else {
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_AudioManager_playBgs.apply(this, arguments);
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}
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};
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const _AudioManager_playBgm = AudioManager.playBgm;
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AudioManager.playBgm = function(audio, pos) {
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if (!!audio && audio !== $gameSystem._savedBgm && audio !== $gameSystem._bgmOnSave) {
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const adjust = 1.0;
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const adjusted = {
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name: audio.name,
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volume: (audio.volume * adjust),
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pitch: audio.pitch,
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pan: audio.pan,
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pos: audio.pos,
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};
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_AudioManager_playBgm.apply(this, [ adjusted, pos ]);
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} else {
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_AudioManager_playBgm.apply(this, arguments);
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}
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};
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//========================================================================
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// 定数定義 ()
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//========================================================================
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//========================================================================
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// クラス定義 ()
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//========================================================================
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//========================================================================
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// プラグインコマンド
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//========================================================================
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})();
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