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Staredit Network -> UMS Assistance -> Add sound 2 maps
Report, edit, etc...Posted by xszerg on 2005-05-19 at 23:24:40
helpsmilie.gif How do u add sound to maps like 2min 3min of a song
Report, edit, etc...Posted by PE-Spartan on 2005-05-19 at 23:37:49
In order to add sound to your maps, WAV files are necessary. if you want go to www.vgmusic.com for MIDI files by right clicking the song you want and clicking save target. Then once you have MIDI files, use a MIDI to WAV converter such as Winamp 2.91(or others) to make the WAV files. Then go to your editing program and click the Sounds button. Click import sounds and browse for the file you want. Click ok when you've found it and you've got a sound in your map! now just use a looping trigger to make it be your music!
Report, edit, etc...Posted by Forsaken on 2005-05-19 at 23:41:16
If it is a 2 minute song.

Set it up like so:

Conditions:
Always
(Or whichever conditions you would like)

Actions:
Play Wav
Wait (if it is 2 minutes that is 120 sconds) and eaxh second in SC = 1000 milliseconds. SSSSOOOOO.... you would wait for 12,000 milliseconds.
Preserve the trigger.

It should look like this.

Conditions:
Always

Actions:
Play wav (FILE NAME OF WAV)
Wait for 12000 milliseconds
preservetrigger

Report, edit, etc...Posted by KiLLeR2001 on 2005-05-19 at 23:52:18
QUOTE(l)ark2004 @ May 19 2005, 11:41 PM)
If it is a 2 minute song.

Set it up like so:

Conditions:
Always
(Or whichever conditions you would like)

Actions:
Play Wav
Wait (if it is 2 minutes that is 120 sconds) and eaxh second in SC = 1000 milliseconds. SSSSOOOOO.... you would wait for 12,000 milliseconds.
Preserve the trigger.

It should look like this.

Conditions:
Always

Actions:
Play wav (FILE NAME OF WAV)
Wait for 12000 milliseconds
preservetrigger

Your math is wrong. 120 * 1000 = 120,000 Milliseconds.
Report, edit, etc...Posted by Forsaken on 2005-05-20 at 01:32:40
Crap. Sorry about that. Thanks for fixing that. pinch.gif Yeah, listen to him. Because, if you were to use the wait as 12,000 the music would overlap and sound like crap.

Again, I am sorry.
Report, edit, etc...Posted by in_a_biskit on 2005-05-20 at 09:18:14
Looping Music tutorial
Report, edit, etc...Posted by sckor on 2005-05-20 at 22:04:30
There are other ways of doing like using death counters.
here is one

Trigger 1

Conditions
-always

Actions
-Set resource for current player, add 1 for minerals/ore
-Preserve Trigger



Trigger 2

Conditions
-Player accumulates at least (120,000) minerals,

Actions
-Play (wav)
-Set resource for current palyer, set to 0 for minerals/ore
-Preserve Trigger.


This only is true if your using hyper triggers.
If you dont' know about that, go look in the tutorial sections.

Without hyper triggers,
it checks triggers completely every approximately 2 seconds,
therefore, adding minerals every 2 seconds.

so, for it to work without hypers, simply
divide the length of the music by 2.

so 2 minutes=120 seconds
120/2 = 60.
so in the conditions, you would write

Trigger 2

Conditions
-player accumulates at least 60 minerals/ore

Actions
-Play (wav)
-set resources for current player, set to 0
-Preserve Trigger










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