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suppress_stage_music

Temporarily suppresses the volume of the stage music on every frame this function is called, allowing custom characters to draw attention to special moves or animations. Once the function stops being called, the stage music will return to its original volume.

Both arguments are optional; by default, the stage music is suppressed to 25% volume.

ArgumentTypeDescription
volume:real[optional]
The target music volume, with a range of 0 to 1.
amount_per_frame:real[optional]
Determines how much the volume decrements or increments per frame, with a range of 0 to 1.

Example 1, called from animation.gml:

// suppress stage music to 25% volume at a rate of 0.01 per frame:
suppress_stage_music();

Example 2, called from animation.gml:

// suppress stage music to 50% volume at a rate of 0.005 per frame:
suppress_stage_music( 0.5, 0.005 );

is_laststock

Returns true if all active players have 1 stock remaining during a stock match.

Example, called from a stage’s update.gml:

// if everyone has 1 stock remaining, crossfade into laststock music:
if (is_laststock()) {
music_crossfade();
}

music_crossfade

Warning: A crossfading music track must be exactly the same length as its counterpart music track. This function will fail if there is even the tiniest of a length mismatch.

When called in a stage article, gradually crossfades the music to its laststock counterpart if a valid _laststock music file is detected in the /sounds folder. (A valid laststock counterpart to music_loop.ogg would be named music_loop_laststock.ogg, for example.) Both arguments are optional. This function can be used in conjunction with is_laststock() to replicate the music change on the Aethereal Gates stage.

ArgumentTypeDescription
fade_to_laststock:int[optional]
Determines whether to crossfade toward the laststock music track or the original music track. A value of 1 will crossfade toward the laststock track, and a value of 0 will crossfade into the original track.
amount_per_frame:real[optional]
Determines how much the volume decrements or increments per frame, with a range of 0 to 1.

Example 1, called from a stage’s update.gml:

// if everyone has 1 stock remaining, crossfade into laststock music at a rate of 0.01 per frame:
if (is_laststock()) {
music_crossfade();
}

Example 2, called from a stage’s update.gml:

// if everyone has 1 stock remaining, crossfade into laststock music at a rate of 0.025 per frame:
if (is_laststock()) {
music_crossfade( 1, 0.025 );
}

music_fade

When called in a stage article, gradually decreases or increases the background music to the target volume.

Both arguments are optional; by default the music will fade to silence. Once the music is fully silent, background music playback will be stopped.

ArgumentTypeDescription
volume:real(optional)
The target music volume, with a range of 0 to 1.
amount_per_frame:real(optional)
Determines how much the volume decrements or increments per frame, with a range of 0 to 1.

Example 1, called from a stage’s update.gml:

// fade to silence at a rate of 0.01 per frame:
music_fade();

Example 2, called from a stage’s update.gml:

// fade to 10% volume at a rate of 0.025 per frame:
music_fade( 0.1, 0.025 );

music_set_volume

When called in a stage article, instantly changes the background music volume.

ArgumentTypeDescription
volume:realThe target music volume, with a range of 0 to 1.

Example, called from a stage’s update.gml:

// instantly set music volume to 50%:
music_set_volume( 0.5 );