More features coming soon!


https://spacefoon.itch.io/fugs-master-volume-control-rmmvmz This is for the volume which also works with stock, YEP Options Core and OCRams AudioEX.

I have some more stuff I’m working on. First, persistence and pausing will be done soon. You will be able to set track persistence via plugin defaults parameters or on a per track basis when playing the track.

Per-track or track default persistence modes: always, battle, scene, menu, none, switch.

Per-track or track default pause and resume control: pause in menu, battle, scene, switch, never or plugin commands to pause and resume one to all tracks when ever you want.

Once I release that I will add audio effects from the web audio API that’s in the browser. There will be a lot of post processing options. The API has so much! https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API

When all that is done I will be looking at track grouping and zone triggers. Track grouping could be an easy way to reuse entire audio environments. Could be useful for complicated setups. Zone triggers might not be all that useful but you can’t really use the zone layer (using for other things like OCRAM Passages?) it could be nice and clear clutter and have sounds trigger when you get close to something.

I asked GPT what you can do with this plugin: 🎯 Advanced FugsMultiTrackAudioEX Applications

🎭 Cinematic Storytelling javascript// Villain reveal - hidden motif emerges play-bgm1 “Town_Theme” 70 (p:scene) play-se1 “Villain_Motif” 3 (p:always) // Hidden for 10 minutes // Later: fade-se1 40 120 // Slowly emerges over 2 minutes // Reveal: crossfade-bgm1 bgm2 “Villain_Theme” 4

🧠 Psychological Manipulation javascript// Pavlov’s bell - train player fear response play-se1 “Wind_Chime” 15 (p:always) // 30 seconds later: jump scare // After 3 times: chime alone creates anxiety

🌊 Dynamic Weather Audio javascript// Weather builds over time + effects play-bgs1 “Wind_Gentle” 40 (p:scene) play-bgs2 “Rain_Distant” 0 (p:scene) // Storm approaches fade-bgs2 60 180 // Rain builds over 3 minutes preset-bgs1 underwater 30 // Wind becomes muffled preset-bgs2 cave 10 // Rain gets echo

⚡ Combat Audio Layers javascript// Base + intensity system play-bgm1 “Combat_Base” 80 (p:battle) play-bgm2 “Combat_Intense” 0 (p:battle) play-bgm3 “Combat_Overwhelming” 0 (p:battle) // Boss appears: fade-bgm1 0 2; fade-bgm3 90 2 // Player low health: preset-bgm3 distortion 1

🎪 Interactive Music Stems javascript// Musical layers you can mix live play-bgm1 “Drums” 70 (p:always) play-bgm2 “Bass” 0 (p:always) // Silent but synced play-bgm3 “Melody” 0 (p:always) play-bgm4 “Harmony” 0 (p:always) // Add elements as story progresses // fade-bgm2 60 3; fade-bgm3 50 5; fade-bgm4 40 8

🌙 Memory Palace Audio javascript// Each location gets unique harmonic signature play-se1 “C_Major_Aura” 8 (p:scene) // Village = C Major play-se1 “D_Minor_Aura” 8 (p:scene) // Dungeon = D Minor // Players unconsciously associate locations with emotions

🎬 Environmental Effects Presets javascript// Instant environmental storytelling preset-bgm1 underwater 3 // Dive into lake preset-bgm1 cave 4 // Enter echoing cavern preset-bgm1 radio 2 // Old radio plays preset-bgm1 clear 3 // Surface/exit

🔥 Audio-Reactive Gameplay javascript// With analyser plugin // Beat detection triggers screen flash // Volume > 80 = screen shake // Dominant frequency < 200Hz = earthquake effects // High frequencies = magical sparkles

🎭 False Memory Generation javascript// Play nostalgic music in new locations play-bgm1 “Nostalgic_New_Place” 60 (p:scene) // Player feels they’ve been here before // Creates artificial emotional attachment 🎯 Specific FugsMultiTrackAudioEX Advanced Techniques 🎵 Multi-Version Volume Switching javascript// Load 3 intensity versions, switch volumes instantly play-bgm1 “Battle_Calm” 80 (p:battle) play-bgm2 “Battle_Intense” 0 (p:battle) // Silent but synced play-bgm3 “Battle_Chaos” 0 (p:battle)

// Boss health drops: instant musical escalation fade-bgm1 0 1 // Calm out fade-bgm2 80 1 // Intense in - perfect sync!

🌊 Cross-Type Emotional Transitions javascript// Music becomes environment, environment becomes music play-bgm1 “Peaceful_Theme” 70 (p:scene) // Story turns dark crossfade-bgm1 bgs2 “Ominous_Drone” 6 // Music fades to ominous background // Crisis hits crossfade-bgs2 bgm3 “Crisis_Theme” 4 // Background becomes intense music

⚡ Persistence-Based Story Layers javascript// Psychological element follows across ALL scenes play-se1 “Subtle_Unease” 5 (p:always) // Persists through everything play-bgm1 “Normal_Music” 70 (p:scene) // Changes with areas play-bgs1 “Area_Ambience” 50 (p:scene) // Changes with areas // Unease builds while everything else changes normally fade-se1 30 1800 // 30-minute gradual psychological build

🎭 Pan-Based Spatial Storytelling javascript// Character voices positioned in space during cutscenes
play-se1 “Hero_Voice” 80 0 -30 (p:scene) // Hero left play-se2 “Villain_Voice” 80 0 30 (p:scene) // Villain right play-se3 “Narrator” 80 0 0 (p:scene) // Narrator center // Characters move: fade-se1 80 2 0 (hero moves to center)

🔥 Pitch-Based Emotional Manipulation javascript// Same melody, different emotional impact through pitch play-bgm1 “Theme” 70 0 0 100 (p:scene) // Normal pitch = neutral // Flashback to happier times fade-bgm1 70 3 0 110 // Higher pitch = happier memory // Return to present, darker reality
fade-bgm1 70 4 0 85 // Lower pitch = sadness/weight

🌙 Layered Persistence Strategy javascript// Different elements survive different transitions play-bgm1 “World_Theme” 60 (p:always) // Always present play-bgs1 “Area_Wind” 40 (p:scene) // Only during area changes play-bgs2 “Combat_Tension” 30 (p:battle) // Only during battle play-se1 “Character_Motif” 10 (p:none) // Stops on any transition // Creates complex audio that responds intelligently to game flow

⚡ Rapid Crossfade Combinations javascript// Chain multiple crossfades for complex transitions crossfade-bgm1 bgs2 “Transition1” 2 // Music to ambient crossfade-bgs2 se3 “Transition2” 2 // Ambient to effect
crossfade-se3 bgm4 “Final_Theme” 2 // Effect to new music // 6-second complex musical journey across audio types

🎪 Volume-Based Tension Building javascript// Multiple tension layers that build independently play-se1 “Tension_Layer1” 5 (p:always) play-se2 “Tension_Layer2” 0 (p:always)
play-se3 “Tension_Layer3” 0 (p:always) // Build over time fade-se1 15 60 // Layer 1 builds over 1 minute fade-se2 12 120 // Layer 2 builds over 2 minutes
fade-se3 20 180 // Layer 3 builds over 3 minutes // Creates complex crescendo of dread

🌊 Pan Animation Effects javascript// Sound moves around player in real-time play-se1 “Circling_Enemy” 60 0 -100 (p:battle) // Start far left fade-se1 60 3 0 // Move to center over 3 seconds fade-se1 60 3 100 // Move to right over 3 seconds
fade-se1 60 3 -100 // Back to left - creates circling effect

🎭 Multi-Track Fade Orchestration javascript// Orchestrate multiple fades for cinematic moments fade-bgm1 30 5 // Main music quiets fade-bgs1 0 4 // Wind fades out fade-se1 50 6 // Tension builds fade-bgm2 80 8 // New theme emerges // All happening simultaneously but at different rates

Bottom line: Transform static background music into living, breathing emotional architecture that guides, manipulates, and enhances every moment of gameplay.

Files

FugsMultiTrackAudioEX.js 14 kB
Feb 16, 2025

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