During 【Execute Read】, as the number of reads increases, the accompanying SE sound effect becomes progressively louder, which is very strange. Please refer to the attached video for details; hope this can be fixed! Thank you.
The SE sound becomes louder with each 【Read】 operation, which is very odd. For details, please refer to the attached video effect (Recording_2026_02_07_20_53_34_253.zip). Please fix this! Thank you.
Possible cause:
When loading, the game resumes from the player’s saved state, which causes the sounds to overlap and play at the same time.
Suggested change:
You would likely need to structure things so that the state for the game data save action and the state for the sound playback action are separated.
Must the [Execute Save] and [Play Sound] actions be performed separately?
It feels unworkable; if any sound effect hasn’t finished playing at the moment of saving (instantly), upon loading, they will overlap and play simultaneously
For example: If I use a jump (jump sound effect) to reach a save point [Execute Save], then upon loading, the jump sound effect will appear along with it, and the more times it’s loaded, the more severe the repetition and overlap becomes.
Is there currently no way to optimize or fix this issue? This is very important for my game
In PGM I remember having the SFX run in a separate state before the save action state is used. I also remember having to require activation of the save point to be if player was on the floor.
Save point:
Wait for player touch or input, requires player to be touching floor → Activate, plays sfx → Saves game → back to Wait
That way when the game loads it starts in the Save game state and doesn’t play the SFX.
PGM? But currently AGM is being used, and the logic is slightly different: whenever any other sound effect hasn’t finished playing at the time of saving, it will all be played together and overlap upon loading.
However, you can make the overlap disappear by re-saving
According to BAZ’s logic:
【Execute Save】+ 【Sound Effect】 (This will cause sound effect overlap upon loading)
【Sound Effect】→ 【Execute Save】 (This will not cause sound effect overlap upon loading)
But in reality, even if you separate 【Sound Effect】 and 【Execute Save】, as long as the save point is triggered before the sound effect finishes playing, the overlap will still occur upon loading.
I’d like to confirm: is the current situation that this issue can only be resolved by users themselves, and the official team cannot fix it?
Thank you so much! I’ll look into the principle behind the “chicken save” feature. Using a variable switch to block audio playback during loading is one approach, but it’s a bit cumbersome and not really suitable for me.
I don’t mind having audio play during loading—I just don’t want the sounds to overlap infinitely. Could you please check my latest DEBUG recording? The sound is really grating.
(In my memory, this issue didn’t exist in ver1.25, but it reappeared in ver1.26 )
We are looking further into the audio resource stacking (which is currently intended as a caching mechanism), but until then I think the method provided is a good work around.
When you load a game, it starts that object in the state that the save was made in. I know it sounds cumbersome, but at least for the time being there is a way to prevent it.
Also, did you send in your project to pgmmv-support@gotchagotcha.jp? Because even going back to where the SFX plays over and over again in my sample, it doesn’t stack. I’m curious about the specific internal handling.
Since the project is quite large, I need to investigate how to minimize resource usage.
Today, I’ve been running continuous tests. I tested placing two identical save points (A and B, both performing the same action). Repeatedly reading from save point A never caused overlapping sound effects. However, as soon as I interacted with save point B, repeated reads triggered overlapping sound effects. Moreover, after saving and then saving again, both sound effects would play simultaneously upon reading, which is very strange.
This time, I recorded a full, longer video and have already sent it to your email. Please take a look.
Part 2 update: In version 1.26, another mysterious bug was discovered—occasionally, the second save becomes ineffective (this didn’t happen before). The exact cause is unknown. The video has also been sent to your email. Thank you for your continued efforts in optimization!
For part 1 I still cannot replicate the SFX stacking utilizing my method even when going between multiple saves. I’m curious what your save object looks like completely. Maybe you don’t need to send the full project, maybe that save object?
For part 2 I could not replicate on my end, can you verify the heart has this setting checked?
I see now, we can send the save object directly. I have already sent the packaged save objects A and B to your email. Please take a look when you have a moment!
part2
There must be a checkbox involved; otherwise, it wouldn’t make sense for the same object to sometimes save successfully and other times fail. This is quite puzzling. Currently, testing shows that [Save Point B] has a certain randomness where it fails to save, and loading takes you back to a previous save point.
Perhaps you can find some clues from the objects I sent? Thank you for your help!
To make it easier to restore this save functionality, I added this object to your project for testing. Occasionally, sound effects overlap, but I haven’t encountered any save failures. You can download the project directly to test it!
I’ve been testing the cause of save failures. After copying multiple save points, the issue of save failures appeared!
Specifically, if you save multiple times at other save points first and then move to the save point in the bottom-left corner, saving fails. It’s very strange—this is exactly the issue I encountered! It has already been updated into the chicken project. Thanks for checking it out.