Manual: Registering Sounds

This is a manual on how to register sound.
To use sound in the visual scripting of ACTION GAME MAKER, the following two steps are required:

  1. Importing sound into the project
  2. Registering sound in the Sound Database (AudioDatabase)

1. Importing Sound into the Project

Importing into the Project
You can import sound by loading files into the file system via drag-and-drop or other methods.
By default, three formats are supported: WAV, Ogg Vorbis, and MP3.

Additionally, if you import sound into any of the following folders, you can perform bulk registration in step 2:
res:\sounds\bgm
res:\sounds\se
res:\sounds\voice

Import Settings (Loop, etc.)
You can configure import settings by double-clicking the imported sound file.

To enable looping, check the “Enable” option under “Loop:”.
If there is an intro and you want to limit the loop section, the “Offset” feature can be used. However, please note that it is not possible to configure looping while excluding the outro.

Also, loop tags such as LOOPSTART used in the RPG Maker series are not supported.

2. Registering Sound in the Sound Database (AudioDatabase)

Open the database from the top-left menu and register sound in the Sound Database tab to make it available for use in visual scripting.

While it is possible to set up each sound manually, if the sounds are stored in the specified folders in step 1, you can also load them all at once using the “Bulk Set” button in the top-left corner.