[MV/MZ Plugin] YXIO Soundscape – Dynamic Ambience & Spatial Audio | EN / 中文

YXIO Soundscape

Dynamic Ambience & Spatial Audio for RPG Maker MV/MZ

RPG Maker MV/MZ 动态环境声与空间音频系统

Make Every Map Sound Alive.
让每一张地图,都拥有真正活着的声音。

:headphone: Get YXIO Soundscape on itch.io / 购买地址:

Launch Price: $3.59 · Regular Price: $5.99
首发价:$3.59 · 原价:$5.99

YXIO AudioBus is included at no additional cost.
购买 YXIO Soundscape 即附赠 YXIO AudioBus,无需额外购买。


Why YXIO Soundscape?

为什么做这个插件?

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.

森林不应该永远只有一条循环 BGS。

玩家靠近瀑布时,水声应该逐渐增强。
壁炉的声音应该真正来自房间中的位置。
鸟叫、河流、机器、雨声以及远处的环境细节,也应该真正存在于玩家周围的世界中。

YXIO Soundscape is a dynamic ambience and spatial audio system for RPG Maker MV and MZ.

YXIO Soundscape 是一套面向 RPG Maker MV 与 MZ 的动态环境声与空间音频系统。

Its goal is to turn ordinary map audio into a layered, reactive and location-aware sound environment.

它的目标,是把传统的“地图播放一条 BGS”升级为具有多层结构、区域变化、距离、方向与遮挡关系的动态环境声场。


What Can You Build With It?

它可以实现什么?

Forest → Riverbank

森林 → 河岸

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.

你可以为森林配置风声、树叶声与随机鸟叫,再为河岸 Region 设置另一套河流环境声。

玩家从森林走到河岸时,整套环境声可以自然过渡,而不是突然替换一条 BGS。


A Fireplace Inside a Tavern

酒馆里的壁炉

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.

酒馆可以保留整体的人群声与室内底噪,同时让壁炉作为独立空间声源存在。

玩家在房间中移动时,壁炉音量与左右声像会根据真实位置动态变化。


Birds That Really Come From a Tree

真正从树上发出的鸟叫

Random spatial emitters can play Bird01 / Bird02 / Bird03 at randomized intervals.

The sound still follows distance, direction and occlusion from the bird nest position.

随机空间声源可以按照随机时间播放 Bird01 / Bird02 / Bird03。

这些鸟叫不是没有位置感的全局 SE,而是真正从鸟巢位置发出,并受到距离、方向和遮挡影响。


A Waterfall Without an Empty Event

不需要空事件的瀑布声

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.

固定坐标声源可以直接把声音放到地图 X/Y 坐标,不需要为了一个声音专门创建空事件。

非常适合瀑布、海浪、通风口、大型机器、岩浆池等固定环境声源。


Core Features

核心功能

Layered Soundscape Profiles

多层环境声配置

Combine multiple looping ambience layers and randomized environmental details into one complete environment.

将多条循环环境声与随机环境细节组合成一整套环境声配置。

For example:

  • Wind / 风声
  • Leaves / 树叶声
  • Rivers / 河流声
  • Room tone / 室内底噪
  • Crowd ambience / 人群环境声
  • Random birds / 随机鸟叫
  • Random environmental details / 随机环境细节

Multiple ambience layers can exist together instead of competing for a single RPG Maker BGS channel.

多层环境声可以同时存在,而不再局限于 RPG Maker 原生的一条 BGS。


Region-Based Soundscape Transitions

Region 区域自动切换

Use RPG Maker Region IDs to automatically change the active Soundscape as the player moves between different areas.

利用 RPG Maker Region ID,让玩家进入不同区域时自动切换环境声。

Supports:

Region Zones · Map Defaults · Map Notes · Manual Profile Overrides

支持:

Region 区域规则 · 地图默认配置 · 地图备注 · 手动环境声覆盖

Soundscape transitions can use smooth crossfades instead of abrupt audio replacement.

不同环境声场之间可以平滑交叉淡化,而不是突然切换。


Loop & Random Spatial Emitters

循环与随机空间声源

Spatial Emitters support two playback modes.

空间声源支持两种播放模式。

Loop Emitters / 循环空间声源

Ideal for:

Rivers, waterfalls, fireplaces, machines, generators, portals and other continuous environmental sources.

适合河流、瀑布、壁炉、机器、发电机、传送门等持续环境声。

Random Emitters / 随机空间声源

Ideal for:

Birds, cave drops, distant thunder, animals and other intermittent environmental details.

适合鸟叫、洞穴滴水、远雷、动物叫声等间歇环境音。

Random Emitters support randomized intervals, trigger probability, volume variation, pitch variation and pan variation.

随机空间声源支持随机触发间隔、触发概率、音量变化、音调变化与声像变化。


Distance Attenuation

距离衰减

Control how far each source can be heard and how naturally it fades as the player moves away.

可以单独设置每个空间声源能够传播多远,以及玩家远离时声音如何衰减。

Available curves:

Smooth · Linear · Square

支持:

平滑衰减 · 线性衰减 · 平方衰减


Stereo Spatial Direction

左右空间方向

Spatial Pan follows the actual direction of the sound source relative to the player.

左右声像根据声源相对玩家的真实方向动态变化。

Available modes:

Spatial Direction · Fixed Pan · No Pan

支持:

空间方向 · 固定声像 · 关闭声像


Sound Occlusion

声音遮挡

Walls and obstacles can affect how spatial audio reaches the player.

墙体和障碍物可以真正影响声音传播。

Soundscape can detect configured Region tiles and/or fully blocked map tiles between the player and a spatial source.

Soundscape 可以检测玩家与空间声源之间指定的遮挡 Region 或完全不可通行地图格。

Blocked sounds can automatically become quieter.

When supported, optional low-pass filtering can also make sounds behind walls feel more muffled.

被遮挡的声音可以自动降低音量。

在支持的环境中,还可以通过可选低通效果削弱高频,让墙后的声音更加沉闷。


Emitter Groups

空间声源分组

Organize related spatial sources into Groups such as:

Nature · Machinery · Magic · Interior

可以将相关空间声源组织为:

Nature · Machinery · Magic · Interior

Each Group can be controlled together:

Volume / Fade · Mute · Pause · Resume

整个分组可以统一:

音量 / 淡化 · 静音 · 暂停 · 恢复

This is useful for cutscenes, indoor transitions, stealth sections and story-driven world changes.

非常适合剧情过场、室内外切换、潜行状态和世界状态变化。


Individual Runtime Control

单个空间声源运行时控制

Every spatial source can have its own stable Instance ID.

每个空间声源都可以拥有自己的稳定实例 ID。

This means multiple fireplaces can share the same Fireplace Preset while still being controlled independently.

这意味着多个壁炉可以共用同一个 Fireplace 预设,但仍然能够分别进行:

Pause · Resume · Volume Fade · Status Inspection

暂停 · 恢复 · 音量淡化 · 状态查询


Simple Event Setup

简单事件配置

Add a normal Comment to an event page:

在事件页加入普通“注释”:

<YXIO Soundscape Emitter: Fireplace>
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这看起来像是我正在使用的插件的升级版本。真不错!

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非常感谢您的美言!如果您感兴趣,欢迎关注我,未来我会持续发布新插件和更新。