I want to play multiple sounds at once.

I want to play multiple sound effects at once, but if a sound effect from a previous state hasn’t finished playing, the command is ignored and no sound plays.

I even tried playing them from child objects spawned by the parent object, but it still doesn’t work. I have no idea what the rules are.

Is this a specification of Action Game Maker? Is there a limit to the number of sound effects that can be played simultaneously, like on the Famicom?

If this is indeed a specification, it’s very inconvenient, so I would like you to fix it somehow.

It is absolutely possible to have multiple sounds playing simultaneously or overlap.

Can you share some screenshots of how you configured the logic to play?

And are the sounds being generated by a single object, or by multiple objects?

Thank you for your reply.

In our current setup, when an attack hits and the HP drops to 0, the enemy script transitions from the “any” state to the “KO” state, after which the enemy falls and disappears.

The attack sound and the hit sound are played correctly, but once the transition to the “KO” state from the “any” state occurs, the sound rarely plays. (The exact conditions are unclear, but in some cases, such as when a KO occurs without a hit sound, the sound may play.)

The screenshots show: the first image is the “KO” state, and the second image is the subsequent state.

If we play the sound in the next state where the enemy falls (the second screenshot) instead of the “KO” state, the sound plays. However, even when we added a “play sound” action to the object created in the “KO” state, it does not play.

Additionally, if two “play sound” execution actions are placed within the same state, the one positioned higher is ignored, and only the one placed lower is executed.

Furthermore, not just with sounds, but since the recent update, we feel that execution actions are being ignored quite frequently.

I think this needs a hands-on examination. Would you be OK sending in your project to pgmmv-support@gotchagotcha.jp and I’ll take a look at your configuration and see if I can figure out what is happening. I do speak Japanese, so no need to change any settings your project.

Thank you. I apologize for the delayed response. I have sent you the project file, so please take a look when you have a moment.

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I’m currently looking into how the system works and have a few things I’d like to confirm.

It seems that the transition from AnyState to KO is set up, but with the current system, AnyState is the central state, and it’s possible to move to other states at any time.

Have you already confirmed that, after initiating the KO process, the link conditions for other AnyStates will absolutely not be met? I’ll look into this as well, but if you’ve already confirmed it, it will reduce the number of items I need to investigate.

Thank you for checking.

All links from AnyState are connected to reactions when damaged.

From the state issuing the sound command, “KO”, to the state “After KO”, hit collision is disabled, so it should not connect to any link. Additionally, I tried adding two actions that play sounds to a different state that is not connected to AnyState, and while the sound plays for the first one or two times, only the second one plays afterward.

I cannot definitively say whether it is impossible to satisfy the condition to transition to other states as “absolute”. This is because I likely do not understand the true specifications of the action game maker very well.

Since hit collision is disabled, I believe it does not meet the condition of “being hit by an attack judgment”, but it could be completely different. There might be a rule that only one sound can be played per state, but I have no way of knowing those specifications. The descriptions are mostly in English, so I cannot read them all.

The only thing I can do is record a test play video (I am not sure if this is also a specification, but the editor frequently crashes when I launch the recording software. The Steam recording feature also often stops). I can also check the state movements in the debugger frame by frame. At that time, it seems that the state moves correctly from “KO” to “After KO”, but if there are specifications such as the debugger being unable to observe when state movements are fast, this would also be unreliable.

I apologize for taking up your time.

Thank you for letting me now!

I’m taking a deeper look now, and hope to have an answer for you soon!

I did recreate the issue you are reporting, and I’m just trying to eliminate potential variables that might be interacting with the sound system.

It is looking like a bug, but I want to make sure I have checked everything carefully.

Thank you.

I encountered the same issue by attaching two actions that play a sound in the same state to a newly created separate object. If this was due to some configuration error on my part, I apologize.

Best regards.

Thank you for the additional information!

I have fully reproduced the issue in an unrelated project as well, and it’s being investigated as a bug now. This means it should get resolved in an upcoming update.

Thank you for your patience. We have addressed the issue in today’s release of version 1.3.3. We would appreciate it if you could confirm.

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