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Staredit Network -> UMS Assistance -> looping music
Report, edit, etc...Posted by Menehunes on 2004-11-30 at 23:44:09
is there another way to loop music besides putting a wait trigger after it and then preserve?
Report, edit, etc...Posted by Red2Blue on 2004-11-30 at 23:52:11
Well basicly, there are only 2 effective methods of looping music...


first way was your "[Wait] Method"

the second way is your "Death Count Method"


which is basicly, really hard to do, and really pointless...

it relys on a counter, say Drones, and adds to that number until it reaches a "cap" number, which then it resets and starts again.. this cap it reaches mainly depends on how quickly your hyper trigger is...


the trigger would look like this:


<Death Play>
::Conditions::
[SuffersDeathsDrone=0]
---------------------------
[Play Wav]
[Set Deaths for player+1]
[Preserve Trigger]



<Death Count>
::Conditions::
[SuffersDeathsDrone at most 999]
------------------------------
::Actions::
[Set Deaths for player+1]
[Preserve Trigger]




<Death Cap>
[Suffers 1000 deaths of Drone]
---------------------------------
[Set Deaths for player=0]
[Preserve Trigger]





and thats it... pretty stupid, and you have to keep changing your cap death count until you find a loop....

its really unefficient and really really really really really really time consuming... just stick to "Sliced Waits" for music loops..
Report, edit, etc...Posted by Menehunes on 2004-11-30 at 23:56:09
damn now it will be hard to use my champions of norrath music for my trailer and maybe my map damit
Report, edit, etc...Posted by Red2Blue on 2004-12-01 at 00:01:18
Whats wrong with using waits?

read the other forum topic I just wrote it... I believe it was

[Wait xxx] Triggers................... something... its near the top... I show how to unstuck your waits...
Report, edit, etc...Posted by eXiLe on 2004-12-01 at 00:14:43
Whenever I loop music I do:

Actions: Always
Conditions: Set 'Music 1'
Comments: MUSIC 1

then you do

Actions: 'Music 1' is set
Conditions: play ''wav''
wait for _____ milliseconds
Set 'Music 2'
Preserve Trigger

Finally...

Actions: 'Music 2' is set
Conditions: Clear 'Music 2'
Set 'Music 1'
Report, edit, etc...Posted by Menehunes on 2004-12-01 at 00:27:30
its just going to be hard to get it just right and i love this champions of norrath music it will match my champions of norrath game's very well =D
Report, edit, etc...Posted by DT_Battlekruser on 2004-12-01 at 00:54:26
QUOTE(eXiLe @ Nov 30 2004, 09:14 PM)
Whenever I loop music I do:

Actions: Always
Conditions: Set 'Music 1'
Comments: MUSIC 1

then you do

Actions: 'Music 1' is set
Conditions: play ''wav''
                 wait for _____ milliseconds
                 Set 'Music 2'
                 Preserve Trigger

Finally...

Actions: 'Music 2' is set
Conditions: Clear 'Music 2'
                 Set 'Music 1'
[right][snapback]105246[/snapback][/right]



He said SPECIFICALLY to do it without waits.

Answer: You can do it without waits technically, but you have to use some time measurement method.
Report, edit, etc...Posted by Menehunes on 2004-12-01 at 01:04:57
well i was fed up with it since i could not get the wait to work just right so i just edited the file and made it longer =D *says to self i must remember to protect my maps with the music so no one else can get it MWAHAHAHAHAHAHAHAHAAHAAHA*
Report, edit, etc...Posted by StealthyDeath on 2004-12-01 at 02:24:18
Even if you protected the map, the sounds can be taken with a MPQ Extractor.

If you have to use something else besides waits. I would recommend death counters and hyper triggers. You can usually be able to calculate the seconds to the number of deaths. If you use this simple equation you can usually get the right number of deaths. 12*(number of seconds on your music) = # of death counts.

I did a simple test on this with a 21 second wav and it usually came out to work correctly only on fastest speed.

First trigger would start off the wav.

Trigger
Players:
¤ Player 1
Conditions:
¤ Player 1 has suffered at least 0 deaths of Rhynadon (Badlands).
Actions:
¤ Play 'FF8.wav'.

The second trigger would increase the death count continuously regardless on how many deaths there already are.

Trigger
Players:
¤ Player 1
Conditions:
¤ Always.
Actions:
¤ Modify death counts for Player 1: Add 1 for Rhynadon (Badlands).
¤ Preserve Trigger.

The third trigger would loop the wav when it has reached the number of deaths that was calculated in the formula.

Trigger
Players:
¤ Player 1
Conditions:
¤ Player 1 has suffered at least 252 deaths of Rhynadon (Badlands).
Actions:
¤ Play 'FF8.wav'.
¤ Modify death counts for Player 1: Set 0 for Rhynadon (Badlands).
¤ Preserve Trigger.


You could reduce the number of deaths by 1 or 2 if you have to round off your milliseconds to seconds or if it doesn't loop properly.

This is a test, I don't guarantee that it works. I attached the test that I did if you would like to look at it.
[attachmentid=3182]
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-01 at 12:59:51
QUOTE(Red2Blue @ Nov 30 2004, 10:52 PM)
Well basicly, there are only 2 effective methods of looping music...
first way was your "[Wait] Method"

the second way is your "Death Count Method"
which is basicly, really hard to do, and really pointless...

it relys on a counter, say Drones, and adds to that number until it reaches a "cap" number, which then it resets and starts again.. this cap it reaches mainly depends on how quickly your hyper trigger is...
the trigger would look like this:
<Death Play>
::Conditions::
[SuffersDeathsDrone=0]
---------------------------
[Play Wav]
[Set Deaths for player+1]
[Preserve Trigger]
<Death Count>
::Conditions::
[SuffersDeathsDrone at most 999]
------------------------------
::Actions::
[Set Deaths for player+1]
[Preserve Trigger]
<Death Cap>
[Suffers 1000 deaths of Drone]
---------------------------------
[Set Deaths for player=0]
[Preserve Trigger]
and thats it... pretty stupid, and you have to keep changing your cap death count until you find a loop....

its really unefficient and really really really really really really time consuming... just stick to "Sliced Waits" for music loops..
[right][snapback]105237[/snapback][/right]

QUOTE(Red2Blue @ Nov 30 2004, 11:01 PM)
Whats wrong with using waits?

read the other forum topic I just wrote it... I believe it was

[Wait xxx] Triggers................... something... its near the top... I show how to unstuck your waits...
[right][snapback]105241[/snapback][/right]


Oh its really pointless huh? I had respect for you before cause I thought you were actually kind of experienced. Guess i was wrong.

*Point 1: Hyper triggers always fire at the same rate. The only acceptation to this is if you used a wait larger than 84 milli seconds in the hyper trigger or you didn’t copy the hyper trigger enough and it ends way too soon.
*Point 2: Its not hard to time, hyper triggers cause triggers to fire 11.9 times per second. That is once every 84 milliseconds (the smallest increment of time for waits). 84 times 1000 loops is 84000 milli seconds or 1 minute and 24 seconds, I hope your not using wav loops that long.
*Point 3Its not really that time consuming. It uses like 2 triggers, bound obstacles are more time consuming to make than that.

Anyways you fail to see the entire purpose of using deaths instead of waits, as you stated specifically from your second post. Well just so you know only 1 wait can be active at any given moment for any one player. This means if your music loop trigger uses a 84 second wait then any other waits owned by that player have to wait 84 seconds before they can even think about running. Then since music loops are preserved it ties up that players waits up constantly throughout the whole game. The general method is to have a computer player run the wait, so the players don’t each have to wait it out.
Don’t get me wrong this method is perfectly fine BUT it takes up a players ability to run waits, if you don’t need to run waits for that player it is fine but for many maps they don’t have that benefit.

Edit: Read your other post, apparently know a little about waits.
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