YXIO Soundscape
Dynamic Ambience & Spatial Audio for RPG Maker MV/MZ
RPG Maker MV/MZ Dynamic Ambience and Spatial Audio System
Make Every Map Sound Alive.
Let every map have truly living sound.
Get YXIO Soundscape on itch.io / Purchase Link:
Launch Price: $3.59 · Regular Price: $5.99
Launch Price: $3.59 · Regular Price: $5.99
YXIO AudioBus is included at no additional cost.
YXIO AudioBus is included with the purchase of YXIO Soundscape, no extra purchase needed.
Why YXIO Soundscape?
Why create this plugin?
A forest should not sound like a single looping BGS.
A waterfall should become louder as the player approaches.
A fireplace should sound like it actually exists in the room.
Birds, rivers, machinery, rain and distant environmental details should feel like they belong to the world around the player.
A forest shouldn’t just play one looping BGS.
The sound of a waterfall should grow louder as the player gets closer.
The sound of a fireplace should seem to come from its actual location in the room.
Birds, rivers, machinery, rain and distant environmental details should feel like they belong in the world surrounding the player.
YXIO Soundscape is a dynamic ambience and spatial audio system for RPG Maker MV and MZ.
YXIO Soundscape is a dynamic ambience and spatial audio system designed for RPG Maker MV and MZ.
Its goal is to turn ordinary map audio into a layered, reactive and location-aware sound environment.
Its goal is to transform ordinary map audio into a layered, reactive, and location-aware soundscape.
What Can You Build With It?
What can you achieve with it?
Forest → Riverbank
Forest → Riverbank
Create a Forest Soundscape with wind, leaves and random birds.
Then assign a different Soundscape to the riverbank Region.
When the player walks from the forest toward the river, the entire ambience mix changes smoothly instead of suddenly replacing one BGS file.
Configure wind, leaf rustling, and random bird calls for a Forest Soundscape, then assign a different Soundscape to the Riverbank Region.
When the player walks from the forest toward the river, the entire ambience mix transitions smoothly, rather than abruptly swapping one BGS file.
A Fireplace Inside a Tavern
A Fireplace in a Tavern
The tavern can have global room tone and crowd ambience, while the fireplace exists as an independent spatial source.
As the player moves around the room, the fireplace volume and stereo direction change according to its actual position.
The tavern can maintain a global room tone and crowd ambience, while the fireplace acts as an independent spatial sound source.
As the player moves around the room, the fireplace’s volume and stereo panning change dynamically based on its actual position.
Birds That Really Come From a Tree
Birds That Truly Come From a Tree
Random spatial emitters can play Bird01 / Bird02 / Bird03 at randomized intervals.
The sound still follows distance, direction and occlusion from the bird nest position.
Random spatial emitters can play Bird01 / Bird02 / Bird03 at randomized intervals.
The sound still adheres to distance, direction, and occlusion relative to the bird nest’s position.
Random spatial emitters can play Bird01 / Bird02 / Bird03 at randomized intervals.
These bird calls are not global SEs without positional awareness; they truly emanate from the bird nest’s position, affected by distance, direction, and occlusion.
A Waterfall Without an Empty Event
Waterfall Sound Without an Empty Event
Fixed Point Emitters let you place a spatial sound directly at a Map X/Y coordinate.
This is useful for waterfalls, ocean waves, vents, machinery, lava pools and other fixed environmental sources.
Fixed Point Emitters allow you to place spatial sounds directly at a Map X/Y coordinate, eliminating the need to create an empty event just for sound.
This is ideal for waterfalls, ocean waves, vents, large machinery, lava pools, and other fixed environmental sound sources.
Core Features
Core Features
Layered Soundscape Profiles
Layered Soundscape Profiles
Combine multiple looping ambience layers and randomized environmental details into one complete environment.
Combine multiple looping ambience layers and randomized environmental details into a complete soundscape configuration.
For example:
- Wind / Wind
- Leaves / Leaf rustling
- Rivers / River sounds
- Room tone / Room tone
- Crowd ambience / Crowd ambience
- Random birds / Random bird calls
- Random environmental details / Random environmental details
Multiple ambience layers can exist together instead of competing for a single RPG Maker BGS channel.
Multiple ambience layers can coexist, no longer limited to RPG Maker’s single native BGS channel.
Region-Based Soundscape Transitions
Region-Based Soundscape Transitions
Use RPG Maker Region IDs to automatically change the active Soundscape as the player moves between different areas.
Use RPG Maker Region IDs to automatically change the active Soundscape as the player moves between different areas.
Supports:
Region Zones · Map Defaults · Map Notes · Manual Profile Overrides
Supports:
Region Rules · Map Defaults · Map Notes · Manual Soundscape Overrides
Soundscape transitions can use smooth crossfades instead of abrupt audio replacement.
Transitions between different soundscapes can use smooth crossfades instead of abrupt audio replacement.
Loop & Random Spatial Emitters
Loop and Random Spatial Emitters
Spatial Emitters support two playback modes.
Spatial Emitters support two playback modes.
Loop Emitters / Loop Spatial Emitters
Ideal for:
Rivers, waterfalls, fireplaces, machines, generators, portals and other continuous environmental sources.
Ideal for:
Rivers, waterfalls, fireplaces, machines, generators, portals, and other continuous environmental sources.
Random Emitters / Random Spatial Emitters
Ideal for:
Birds, cave drops, distant thunder, animals and other intermittent environmental details.
Ideal for:
Birds, cave drips, distant thunder, animal calls, and other intermittent environmental details.
Random Emitters support randomized intervals, trigger probability, volume variation, pitch variation and pan variation.
Random Spatial Emitters support randomized intervals, trigger probability, volume variation, pitch variation, and pan variation.
Distance Attenuation
Distance Attenuation
Control how far each source can be heard and how naturally it fades as the player moves away.
Control how far each source can be heard and how naturally it fades as the player moves away.
Available curves:
Smooth · Linear · Square
Available curves:
Smooth · Linear · Square
Stereo Spatial Direction
Stereo Spatial Panning
Spatial Pan follows the actual direction of the sound source relative to the player.
Stereo panning follows the actual direction of the sound source relative to the player.
Available modes:
Spatial Direction · Fixed Pan · No Pan
Available modes:
Spatial Direction · Fixed Pan · No Pan
Sound Occlusion
Sound Occlusion
Walls and obstacles can affect how spatial audio reaches the player.
Walls and obstacles can truly affect sound propagation.
Soundscape can detect configured Region tiles and/or fully blocked map tiles between the player and a spatial source.
Soundscape can detect configured Region tiles and/or fully blocked map tiles between the player and a spatial source.
Blocked sounds can automatically become quieter.
When supported, optional low-pass filtering can also make sounds behind walls feel more muffled.
Blocked sounds can automatically become quieter.
When supported, optional low-pass filtering can also make sounds behind walls feel more muffled.
Emitter Groups
Spatial Emitter Groups
Organize related spatial sources into Groups such as:
Nature · Machinery · Magic · Interior
Organize related spatial sources into Groups such as:
Nature · Machinery · Magic · Interior
Each Group can be controlled together:
Volume / Fade · Mute · Pause · Resume
Each Group can be controlled together:
Volume / Fade · Mute · Pause · Resume
This is useful for cutscenes, indoor transitions, stealth sections and story-driven world changes.
This is useful for cutscenes, indoor/outdoor transitions, stealth sections, and story-driven world changes.
Individual Runtime Control
Individual Runtime Control
Every spatial source can have its own stable Instance ID.
Every spatial source can have its own stable Instance ID.
This means multiple fireplaces can share the same Fireplace Preset while still being controlled independently.
This means multiple fireplaces can share the same Fireplace Preset while still being controlled independently:
Pause · Resume · Volume Fade · Status Inspection
Pause · Resume · Volume Fade · Status Inspection
Simple Event Setup
Simple Event Setup
Add a normal Comment to an event page:
Add a normal “Comment” to an event page:
<YXIO Soundscape Emitter: Fireplace>



