This manual explains how to register sounds in ACTION GAME MAKER.
To use sounds in Visual Scripts, you must complete the following two steps:
- Importing the sound into the project
- Registering the sound in the AudioDatabase
1. Importing Sounds into the Project
Importing into the Project
You can import sound files into your project by dragging and dropping them into the FileSystem.
By default, the supported formats are:
- WAV
- Ogg Vorbis
- MP3
To enable batch registration in step 2, place the files into one of the following folders:
res://sounds/bgm
res://sounds/se
res://sounds/voice
Import Settings (Looping, etc.)
You can double-click on a sound file to configure its import settings.
To enable looping, check the Enable box under the Loop option.
If your sound includes an intro and you want to loop only a part of it, you can use the Offset settings.
However, please note that setting up a loop that excludes the outro is not supported.
Also, loop tags such as LOOPSTART
, commonly used in the RPG Maker series, are not supported.
2. Registering the Sound in the Audio Database
Open the Database from the top-left menu, then go to the Audio Database tab to register sounds so they can be used in Visual Scripts.
You can register each file manually, but if the sounds were placed in one of the folders mentioned in step 1, you can use the Batch Set button in the top left to automatically load them all at once.
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