


If you pick all, then all four types will be flushed out of memory. These will clear the audio caches for the written type of audio. If the amount exceeds the limit declared on the plugin parameter, then the oldest entries will be flushed out of memory until the cache is at the limit amount. Therefore, it's safe to have this look ahead by a large number like 10.Įach of these for BGM, BGS, ME, and SE all do the same thing: store a number of audio files in quick accessible memory for the game client to use and call when needed. Events that have multiple lines like messages will count for a different amount of lines. Keep in mind this is lines, not actual event commands. This is how many event lines the plugin will look ahead to search for audio files to load into the cache. This is to ensure that memory doesn't overflow and crash the game. Instead, it will save a designated amount of audio files in its cache to keep them ready in case they're reused but will flush them out of memory when the limit has been reached. This plugin does not preload and store audio files forever because that's a very quick way to get your game client to crash when it consumes more memory than the player's computer can handle. This way, the audio files are ready by the time the event runs, making it transition smoothly. What this plugin does is go through the currently running event's command list by a certain amount and loads ahead of time the audio files it finds. This can make some scenes lose impact where an emotional piece of music is supposed to be played, but it gets delayed instead and ruins the moment. When playing audio in RPG Maker MV events, there's a small delay when the audio loads to when it's actually played.
