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AMK Problems

AddmusicK is great. But whenever time is running out in a level and I finish it, the overworld music is also sped up. It does not return to normal until I enter a level and come back to the OW. Also, whenever a SFX is played and another one is played right after, the first one is cut off. An example is when Mario jumps (plays a SFX) and grabs a coin (plays coin SFX and jump SFX is cut off). Is there any way to fix this?
Spends all his time on Garry's Mod or Sleeping

Currently in a SMW Hacking mood...
Originally posted by JimmyJanga
AddmusicK is great. But whenever time is running out in a level and I finish it, the overworld music is also sped up. It does not return to normal until I enter a level and come back to the OW.

Add #tempoimmunity to the top of your goal and death themes.

Originally posted by JimmyJanga
Also, whenever a SFX is played and another one is played right after, the first one is cut off. An example is when Mario jumps (plays a SFX) and grabs a coin (plays coin SFX and jump SFX is cut off). Is there any way to fix this?

No. Even if there was, more important music channels would get cut off instead of mere sound effects. Sound effects as they are use channels 7 and 8 in your average SPC player, and in the vanilla SMW they use 5, 7 and 8. Most modern custom music (post-2013) only takes into account 7 and 8, so if channel 5 gets used too, an important part of the song (say, the melody or percussion) will be cut off whenever you jumped.
Originally posted by MercuryPenny
Originally posted by JimmyJanga
AddmusicK is great. But whenever time is running out in a level and I finish it, the overworld music is also sped up. It does not return to normal until I enter a level and come back to the OW.

Add #tempoimmunity to the top of your goal and death themes.

Also, it needs to be added to all your overworld themes too unless you've disabled the Start+Select to exit. Wouldn't surprise me if that's part of the reason Nintendo used two separate banks...
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