Preface: this is the type of event system better done with scripts. But I feel the Event Systems Database needs some beefing up, and so I made it this way first. I may, in the future, write the scripting version, and it would be better. This is a very old system I wrote. All I did recently was convert it into a plug n' play. It still is not optimized
Okay, this event system essentially allows you to set a rectangular area in a map to "emit" a sound. In other words, the closer you get to that area, the louder it is. It is plug n' play, so all you need to do is copy the event from the demo and paste it into your game, then enter the appropriate data for the respective map. This is what the setup looks like:
Basically, you set the Upper Left X and Y to be the upper left corner of the sound emitting device (in this case a waterfall), and set the height and width to be the height (how many squares it encompasses vertically) and width (how many squares it encompasses horizontally) of this object. Then, edit the range to be the number of squares you want to be away from the sound before you start to hear it. Then, you will have to go down the page and find this part:
Change all the places where it says Play BGS: Waterfall with the BGS you want the object to play. And then it should work. And remember to
turn off the switch [201: Initialized] when you exit the map, and also set variables 201-209 to 0.
I'm sorry for the map which is difficult to move around in and has errors. I made that quickly to revive the screenshot thread. Also, tell me if it lags, I took some precautions, but it still might lag and I'd like to know so I can fix it.
The Demo is attached and the event is on the top row of the grid, first column. i.e. (0,0)