New in v1.0.1: More SFX Control, Audio Flexibility, and Menu Cleanup


What’s New in v1.0.1

  • Stop All SE When Events Are Removed
    You can now enable an option that stops all sound effects when a tagged event is erased from the map.
    Since RPG Maker does not allow stopping individual SE tracks, this is the only reliable way to clean up lingering sounds after an event disappears.

  • Stop SE on Menu Open
    When the player opens the menu, all sound effects are immediately stopped. This prevents background or looping audio from playing while the game is paused.

  • "Skip Ducking" Option for SE Categories
    You can now choose whether a sound effect category lowers the BGM volume or not. Use this to keep minor sounds like UI clicks or footsteps from interrupting your music.

  • Other Improvements

    • More efficient memory usage using WeakMap and Set

    • Volume is properly restored after BGM ducking ends

    • Event tracking is more stable and avoids SE conflicts

Why This Matters

  • Prevents stuck or leftover sound effects when events are removed

  • Keeps the menu quiet and free of background noise

  • Gives you better control over which sound effects lower the music

  • Makes your audio system feel more polished and reliable

Update to v1.0.1 and give your game the clean, responsive sound design it deserves.

This update brings more polish and control to your game’s audio, especially when using proximity-based sound effects.

Files

DynamicAudioManager.js 25 kB
21 days ago

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