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What is Fooney?
Fooney is the itch.io profile of a developer (github.com/SpaceFoon) who publishes small, focused plugins and tools for RPG Maker MV and MZ — mostly audio-related “fixes” and utilities for game developers.
Its catalog centers on practical problems that come up in RPG Maker projects:
- Master Volume Control (RMMV/MZ) — lets a developer or player adjust overall volume, aimed at preventing projects from launching too loudly.
- Multi Track Audio EX for RMMV — adds unlimited audio tracks with fading and crossfading for BGM, BGS, ME and SE.
- YEP/Galv SpriteOffsetX Fix — patches a SpriteOffsetX error when Yanfly’s sprite-offset plugin is combined with Galv’s Cam Control.
- Only OGG for MV — forces RMMV deployments to export OGG audio only, avoiding M4A.
- OGG Opus Loop Tag Support for RMMV/MZ — makes the engines read loop tags from OGG files using the Opus codec.
- EZ Game Audio Format Conversion — a batch converter for preparing audio files for game development.
Who it is for: RPG Maker MV/MZ developers who hit specific engine or plugin conflicts, or who need tighter control over game audio. The tools are narrow by design, so they are most useful if you already know the exact problem you are trying to solve rather than as a general-purpose toolkit.
A reasonable next step is to open the specific plugin page for your engine version (MV vs MZ) and check the stated compatibility and requirements before adding it to a project; several items here are version- or plugin-specific. You can browse the full list at Fooney - itch.io.
Which Fooney plugins work with RPG Maker MV versus MZ?
Fooney's plugin lineup is split between RPG Maker MV-only tools, plugins that support both MV and MZ, and one utility that isn't tied to either engine.
MV-only plugins
- Fugs Multi Track Audio EX for RMMV — unlimited audio tracks with advanced fading and crossfading for BGM, BGS, ME, and SE. Listed for RPG Maker MV only.
- Only OGG for MV — forces all RMMV deployments to export OGG audio only, avoiding M4A. Explicitly MV.
- YEP/Galv SpriteOffsetX error Fix — patches a SpriteOffsetX error that appears when combining Yanfly's Sprite Offset plugin with Galv's Cam Control. This is an MV-era plugin-compatibility fix.
MV and MZ plugins
- Master Volume Control — lets the developer and player adjust master volume, aimed at stopping RMMV from launching too loud. Listed for RMMV/MZ.
- OGG Opus Loop Tag Support — makes the engine read and use Loop Tags from OGG files using the Opus codec. Listed for RMMV/MZ.
Engine-agnostic utility
- EZ Game Audio Format Conversion — batch-converts audio files for game development. This is a standalone workflow tool, not an engine plugin, so it applies regardless of whether you ship on MV or MZ.
How to decide
If you're on MZ, only Master Volume Control and OGG Opus Loop Tag Support apply directly; the multi-track audio, OGG-only export, and SpriteOffsetX fix are MV-specific. If you're on MV, everything on the page is usable.
One practical check before installing: the SpriteOffsetX fix assumes you're running both Yanfly's Sprite Offset and Galv's Cam Control together. If you use only one of those plugins, the fix has nothing to correct.
A sensible next step is to open Fooney and confirm the current engine compatibility notes on each plugin page, since plugin listings can be updated after release.
How do I fix the SpriteOffsetX error when using Yanfly and Galv plugins together?
The fix listed on Fooney's itch.io page is a small compatibility plugin: Fooney Fugs YEP/Galv SpriteOffsetX error Fix, described as fixing the SpriteOffsetX error that appears when Yanfly's Sprite Offset plugin is used alongside Galv's Cam Control. Both plugins try to control sprite positioning, and the conflict surfaces as the error.
How to apply it
- Download the fix from Fooney - itch.io.
- In RPG Maker MV, open the Plugin Manager and add the fix as a new plugin entry.
- Place it below both Yanfly's Sprite Offset and Galv's Cam Control in the plugin list, so it loads after the plugins it patches.
- Save, then run the project and trigger a map where the error previously occurred — typically a map using camera movement with offset sprites.
If the error persists
- Confirm the plugin order first; load-order mistakes are the most common cause of "the fix didn't work."
- Test with only the three plugins enabled (Sprite Offset, Cam Control, the fix) to rule out a second conflict.
- Check that your Yanfly and Galv plugin versions are current; the fix targets a specific error signature, not every possible offset conflict.
Related audio tools on the same page
If you're already working in this plugin set, the same author publishes several RPG Maker MV/MZ audio utilities: Master Volume Control (keeps RMMV from launching too loud), Multi Track Audio EX (unlimited tracks with fading and crossfading for BGM, BGS, ME and SE), Only OGG for MV (forces OGG-only deployment), and OGG Opus Loop Tag Support (makes RMMV/MZ honor loop tags in Opus-encoded OGG files). These are separate from the SpriteOffsetX fix and won't affect camera or sprite behavior.
A practical next step: keep a minimal test project containing just your camera and sprite-offset plugins. When an error like this appears, reproducing it there takes minutes and tells you definitively whether the fix resolves it before you touch your main project.
How can I make RPG Maker MV deployments export OGG audio instead of M4A?
Use the Only OGG for MV plugin from Fooney's itch.io page. It's described as making all RPG Maker MV deployments export OGG audio only — no M4A. That directly targets the deployment step, so you don't have to re-encode files by hand after every build.
How to apply it
- Download the plugin from Fooney - itch.io.
- Add it to your project's
js/pluginsfolder and enable it in the Plugin Manager. - Deploy as usual (File → Deployment), then check the output
audiofolders to confirm.oggfiles are what ships.
Practical notes
- RPG Maker MV's editor accepts both
.m4aand.oggin the database, so having OGG source files is not the same as deploying OGG. This plugin addresses the deployment side. - If your project still contains
.m4afiles in the audio folders, deal with those too — the plugin changes what gets exported, but it's worth verifying nothing slips through. - OGG is well supported on desktop and most modern browsers, which is why it's a common choice for web and cross-platform builds.
Worth pairing with
- OGG Opus Loop Tag Support for RMMV/MZ — if you use Opus-encoded OGG files, this makes MV/MZ read loop tags so BGM loops correctly instead of playing once.
- EZ Game Audio Format Conversion — a batch converter for turning your existing audio into the format you want before deployment, useful if your source library is still M4A.
Choosing between them
If your goal is purely "stop shipping M4A," Only OGG for MV is the direct fix. If you also need loop points to work with Opus files, add the loop tag plugin. If your source files themselves are M4A, start with the converter so you have OGG assets to deploy in the first place.
A sensible next step: run one test deployment on a small project, open the exported audio folder, and confirm the file extensions before applying this to a full game.
How do I add loop tags to OGG Opus files for RPG Maker MV or MZ?
Use Fooney Fugs OGG Opus Loop Tag Support for RMMV/MZ, a plugin listed on Fooney - itch.io, to make RPG Maker MV or MZ read and use loop tags from OGG files that use the Opus codec. The plugin's stated purpose is exactly that: adding loop-tag support for OGG Opus in RMMV/MZ.
What this means in practice
RPG Maker's default audio handling doesn't reliably honor loop tags in OGG Opus files. This plugin is intended to bridge that gap so the loop points you've embedded are actually respected during playback in your game.
A practical workflow
- Prepare your audio as OGG with the Opus codec.
- Embed loop tags in the file — typically using a tool that writes OGG loop metadata (loop start and loop end sample positions).
- Add the plugin to your RPG Maker MV or MZ project.
- Configure it according to its plugin parameters.
- Test in-game, especially loop points near the start and end of the track.
Decision criteria
- If your project already uses Vorbis OGG and loops work fine, you likely don't need this.
- If you specifically need Opus (smaller files, different quality profile) and need seamless looping, this plugin targets that exact problem.
- If you're unsure which codec your files use, check the file properties or your conversion tool's output settings before installing.
Related tools on the same page
The same itch.io profile also lists Fooney Only OGG for MV, which forces RMMV deployments to export OGG audio only (no M4A), and Fooney EZ Game Audio Format Conversion, described as a simple, fast way to batch convert audio files for game devs. If your loop-tag issue is really a format pipeline issue, those two may be worth reviewing alongside the loop-tag plugin.
Next step: confirm your OGG files are actually Opus-encoded and that loop tags are present, then install the plugin and verify looping with a short test track before applying it across your whole soundtrack.
What is the fastest way to batch convert audio files for game development?
For a game-dev workflow, the fastest approach is to let a purpose-built batch converter handle the whole folder at once rather than converting files one by one in an audio editor. Fooney's own answer to this is Fooney EZ Game Audio Format Conversion, described on its page as "the most simple and fast way to batch convert audio files for game devs" Fooney - itch.io. The same page also lists narrower audio tools, including Fooney Only OGG for MV, which makes all RPG Maker MV deployments export OGG audio only, and Fooney Fugs OGG Opus Loop Tag Support for RMMV/MZ, which makes those engines read loop tags from OGG files using the Opus codec Fooney - itch.io. If your target engine is RPG Maker MV or MZ, that combination is worth checking before building a general-purpose pipeline.
What "fastest" actually means here
Speed in batch conversion comes from three things, not just raw encoding:
- One pass over a folder — point the tool at a directory and let it recurse, instead of opening files individually.
- Correct output format the first time — converting to a format the engine rejects means doing the work twice. RPG Maker MV deployments, for example, are the specific problem the OGG-only tool addresses.
- Preserving metadata that matters — loop points in OGG/Opus files are easy to lose in conversion, and losing them means manually re-tagging every BGM track. Loop tag support is the fix offered on the page.
A practical decision path
- Identify your engine's required format first. If it is RPG Maker MV, OGG-only output avoids a second conversion round.
- Choose a converter that takes a folder as input and writes to a separate output directory, so originals stay intact.
- Convert a small sample set and test it in-engine before running the full library — especially any looping tracks.
- Keep the source files. Re-converting from a lossy intermediate degrades quality further each time.
Trade-offs to weigh
| Approach | Speed | Best for | Main drawback |
|---|---|---|---|
| Folder-based batch converter | Fastest for large libraries | Whole-project audio passes | Less per-file control |
| Audio editor with batch/scripting | Moderate | Complex edits combined with conversion | Slower setup, steeper learning curve |
| Command-line encoder | Very fast once scripted | Repeatable pipelines, CI | Requires scripting knowledge |
For a solo developer with a few hundred sound files, a dedicated batch converter is usually the shortest path. For a team that re-exports audio on every build, a scripted command-line step pays off because it can be automated.
A useful next step: gather a representative sample — one looping BGM track, one short sound effect, one voice line — and run it through your chosen converter into a test folder. Verify loop behaviour and playback in the engine before committing the full library. That single test catches the format and metadata problems that otherwise cost far more time than the conversion itself.
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