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Staredit Network -> UMS Assistance -> Music Loop Help
Report, edit, etc...Posted by InsaneCustoms on 2005-01-20 at 17:45:49
I was wondering if anyone can help/show me how to loop 3 different wavs at a time or more. Like in final requiem, the guy used a whole song but connected his wavs. I know how to do one loop wav, but how can I create more to turn it into one whole theme? Thank you.
Report, edit, etc...Posted by Urmom(U) on 2005-01-20 at 17:53:09
well, too run 3 waves at the same time then you just make three separate triggers for each wave. to break up a wave into small pieces and loop that then you just link the music loop triggers.
Report, edit, etc...Posted by KaboomHahahein on 2005-01-20 at 17:59:19
Can't you just see how long every wave lasts for them do wait(whatevertime) then play the other wave then same thing then preserve trigger? Like that you will have all waves looped. You can test the length of the songs with Sound recorder.
Report, edit, etc...Posted by InsaneCustoms on 2005-01-20 at 18:05:19
I'm asking what triggers to use, I have tryed but I cant figure it out :[
Report, edit, etc...Posted by DT_Battlekruser on 2005-01-20 at 18:15:32
Trigger
Conditions:
¤ It is time
Actions:
¤ Play WAV1
¤ Wait <WAV1 length>
¤ Play WAV2
¤ Wait <WAV2 length>
¤ Play WAV3
¤ Wait <WAV3 length>


be very, very, very, very, very, very, (have I said very enough?) careful about waits stacking. That will throw your trigger off badly.
Report, edit, etc...Posted by InsaneCustoms on 2005-01-20 at 18:30:42
Okay, I got it now, sorry, I thought it was a bunch of other trigs ;]

But one more thing, I want it to start at a point after text, and it did, but it only looped 1 out of 6 wavs and it stopped.. I put:


Trigger
Conditions:
¤ Always
Actions:
¤ Text
¤ Wait
¤ Set "Loop"
¤ "Loop" is set
¤ Music started 1/6 wavs and stopped
¤ Text



So basically, it starts, but only plays one out of 6 wavs.. I'm stuck again T_T

Report, edit, etc...Posted by Kenoli on 2005-01-20 at 18:55:20
Make something like this:

(For whatever your text is)
Condition: Always.
Action: Display text.
---------Wait. (Enough time for the text to finish)
---------Set switch 'Music'.

(Then another trigger for the music)
Condition: Switch 'Music' is Set.
Action: PlayWAV 'part1'.
---------Wait. (Enough time for the sound to finish)
---------PlayWAV 'part2'.
---------Wait. (Enough time for the sound to finish)
---------PlayWAV 'part3'.
---------Wait. (Enough time for the sound to finish)
---------PlayWAV 'part4'.
---------Etc.

You could also try putting each of the sounds in it's own trigger, and you would be able to stop the music loop by turning off the Switch 'Music'
Report, edit, etc...Posted by InsaneCustoms on 2005-01-20 at 19:02:14
I did exactly that way, and it doesnt work. The exact trigger layout u said I did too.. I dunno why it is stopping.. I mean the switch works but it stops on 1/6 of the music =/ I cant think of any other ways to make it work.
Report, edit, etc...Posted by Kenoli on 2005-01-20 at 19:07:22
Try to copy it just as i wrote, and make sure that you don't turn off the switch in any of the triggers.
Report, edit, etc...Posted by InsaneCustoms on 2005-01-20 at 19:23:26
Copyed exact layout, still doesnt work ><


I dunno why either, It should work for me 100%, but its not =/
Report, edit, etc...Posted by Kenoli on 2005-01-20 at 19:33:50
If you post your map i'll take a look at it and see what the problem is.
Report, edit, etc...Posted by ChaosRyder on 2005-01-20 at 19:45:18
Of course it wont work if you have hyper triggers. For the rest of the things, I don't really get what your saying so can't really help you. But be shure not to have Hyper triggers.
Report, edit, etc...Posted by re_casper on 2005-01-20 at 19:45:52
isnt there already a topic on this?

It would work like this.


Trigger
Description:
Music
Players:
¤ Computer player, non working player or a player u don use
Conditions:
¤ 0 miliseconds into game
Actions:
¤ Set score




Trigger
Description:
Continue
Players:
¤ Same as above
Conditions:
¤ when score is 0
Actions:
¤ play "wav'
¤ wait "how long wav' is"
¤ add 1 to "same score as above"



Keep on doing this to keep on getting more happy.gif songs
Report, edit, etc...Posted by LegacyWeapon on 2005-01-20 at 19:50:56
QUOTE(ChaosRyder @ Jan 20 2005, 07:45 PM)
Of course it wont work if you have hyper triggers. For the rest of the things, I don't really get what your saying so can't really help you. But be shure not to have Hyper triggers.
[right][snapback]129068[/snapback][/right]

This is completely false.
As long as the hyper triggers are owned by a different player that does not have waits in his/her/it (comp) 's triggers, then it should be alright.
Or the hyper triggers must be put at the bottom of the trigger list. Believe it or not, trigger order does matter.

idsa, the question has pretty much been answered that way.
Report, edit, etc...Posted by Mp)3 on 2005-01-20 at 19:55:29
Unless you want to have it be a little more special, then you could go with they said. However, if you're talking about when you have 3 music loops and want them to play, but not to interrupt each other, you can do it this way. Make sure you understand death counters though:



TRIGGERS (FOUNDATIONS):
Conditions
========
- Computer Player suffers at least 1 death of Hatch (UNUSED)
Actions
=====
- Add '1' death of Hatch (UNUSED) for Computer Player
- Preserve Trigger.

Now, you will require a switch for each wav loop. For your case, three. We will name these switches 'wav1', 'wav2', 'wav3'.

(For first wav)
Conditions
=======
- Computer Player suffers at least '(However many deaths it needs until the end of song)' of Hatch (UNUSED)
- Switch 'wav1' is set
Actions
=====
- Play 'wav1.wav'
- Set deaths of Hatch Unused for Computer Player to 0
- Preserve Trigger.

(For second wav)
Conditions
=======
- Computer Player suffers at least '(However many deaths it needs until the end of song)' of Hatch (UNUSED)
- Switch 'wav2' is set
Actions
=====
- Play 'wav2.wav'
- Set deaths of Hatch Unused for Computer Player to 0
- Preserve Trigger.

(For third wav)
Conditions
=======
- Computer Player suffers at least '(However many deaths it needs until the end of song)' of Hatch (UNUSED)
- Switch 'wav3' is set
Actions
=====
- Play 'wav3.wav'
- Set deaths of Hatch Unused for Computer Player to 0
- Preserve Trigger.

TRIGGERS (SECOND FOUNDATION FOR STARTING AND IDENTIFYING LOOP)
Now, when you need to have a certain loop start playing, you need to have these conditions and actions along with the trigger.

Conditions
=======
- Whatever conditions you want
- Computer Player suffers exactly 0 deaths of Hatch (UNUSED)
Actions
=====
- Set Switch 'wav1/wav2/wav3'
- Set 1 deaths of Hatch (UNUSED) for Computer Player.
- Preserve Trigger.

Sorry if this is too much. tongue.gif (I think it is)
Report, edit, etc...Posted by InsaneCustoms on 2005-01-20 at 20:06:13
idsa, I have tryed that and it didnt work.. I set it on my computer player too.

Also, I do have hyper triggers where I want my wavs to play though, but maybe that is the case.

Mp)3 I'm confused alittle on your method, but I will try.. I dont understand how it will make the players (heros) hear the music if it is set under a computer.. Thats how i did idsa's way and it didnt work. Oh well I will try happy.gif thanks guys


Also, I tested it on a diff map in single player, and it worked fine.. I dont know what the problem is, I am using the right original triggers, but something is interfering with it..
Report, edit, etc...Posted by Mp)3 on 2005-01-20 at 20:18:42
QUOTE(InsaneCustoms @ Jan 20 2005, 08:06 PM)
idsa, I have tryed that and it didnt work.. I set it on my computer player too.

Also, I do have hyper triggers where I want my wavs to play though, but maybe that is the case.

Mp)3 I'm confused alittle on your method, but I will try.. I dont understand how it will make the players (heros) hear the music if it is set under a computer.. Thats how i did idsa's way and it didnt work.  Oh well I will try happy.gif thanks guys
Also, I tested it on a diff map in single player, and it worked fine.. I dont know what the problem is, I am using the right original triggers, but something is interfering with it..
[right][snapback]129097[/snapback][/right]

It isn't set for a computer, you're just using the computer for the counters.
Report, edit, etc...Posted by InsaneCustoms on 2005-01-20 at 20:24:12
QUOTE
(For first wav)
Conditions
=======
- Computer Player suffers at least '(However many deaths it needs until the end of song)' of Hatch (UNUSED)
- Switch 'wav1' is set



What do you mean however many deaths it needs until the end of song? As in each wav or the entire theme itself?
Report, edit, etc...Posted by re_casper on 2005-01-20 at 20:24:42
i did it only i kinda overloaded, i am sure it should work with either score or switch.

however, with score you can also do it with a music track thing. Just show the score.

Also you should use custom score for your music.

Even though im a beginner, i think a lot.
Report, edit, etc...Posted by Mp)3 on 2005-01-20 at 20:27:01
QUOTE(InsaneCustoms @ Jan 20 2005, 08:24 PM)
What do you mean however many deaths it needs until the end of song?  As in each wav or the entire theme itself?
[right][snapback]129112[/snapback][/right]

If you understand Death counters, you should know this. Basically, in the first trigger I put, you are constantly adding ...

BUGGER

Sorry there is a small mishap with the system. Let me fix it.

EDIT: CORRECT TRIGGERS -Changes made in Red

(For first wav)
Conditions
=======
- Computer Player suffers at least '(However many deaths it needs until the end of song)' of Hatch (UNUSED)
- Switch 'wav1' is set
- Other switches are cleared
Actions
=====
-- Play wav trigger is removed from this trigger
- Set deaths of Hatch Unused for Computer Player to 0
- Preserve Trigger.

(For second wav)
Conditions
=======
- Computer Player suffers at least '(However many deaths it needs until the end of song)' of Hatch (UNUSED)
- Switch 'wav2' is set
- Other switches are cleared
Actions
=====
-- Play wav trigger is removed from this trigger
- Set deaths of Hatch Unused for Computer Player to 0
- Preserve Trigger.

(For third wav)
Conditions
=======
- Computer Player suffers at least '(However many deaths it needs until the end of song)' of Hatch (UNUSED)
- Switch 'wav3' is set
- Other switches are cleared
Actions
=====
-- Play wav trigger is removed from this trigger
- Set deaths of Hatch Unused for Computer Player to 0
- Preserve Trigger.

Conditions
=======
- Whatever conditions you want
- Computer Player suffers exactly 0 deaths of Hatch (UNUSED)
Actions
=====
- Clear Switch 'wav1'
- Clear Switch 'wav2'
- Clear Switch 'wav3'
- Set Switch 'wav1/wav2/wav3'
- Play 'wav1/wav2/wav3' (whichever one is right with the switch you just set)
- Set 1 deaths of Hatch (UNUSED) for Computer Player.
- Preserve Trigger.
Report, edit, etc...Posted by re_casper on 2005-01-20 at 20:29:19
so say like u want track 3
put in 3 kills and yada yada ya
so on

like if you want track 4 after track 3, you add 1 to it

Simple?
Report, edit, etc...Posted by InsaneCustoms on 2005-01-20 at 20:44:21
Question, what other switchs do you mean cleared?

"Other switchs are cleared"

Do you mean, switch 2+3 are cleared as switch 1 is set?
Report, edit, etc...Posted by Mp)3 on 2005-01-20 at 20:45:50
You should probably scatch what I said if you don't get it. Basically, if you have death counters that constantly goes up and there's a wav that's playing while it's going up, when the wav ends, there should be a certain amount of deaths. That's the 'amount of deaths needed to end song'. You'll probably need to test it a few times to get it right. That's really the only input you need to put there. Don't change anything else about the triggers.

EDIT:
QUOTE(InsaneCustoms @ Jan 20 2005, 08:44 PM)
Question, what other switchs do you mean cleared?

"Other switchs are cleared"

Do you mean, switch 2+3 are cleared as switch 1 is set?
[right][snapback]129128[/snapback][/right]

yes.
Report, edit, etc...Posted by InsaneCustoms on 2005-01-20 at 21:03:48
Mp)3 I dont need to scratch what you said I understand 95% I just got confused thanks for the help Im gonna try your fix's now.. anyways...




I just did exactly what you told me to do and..


that sounded like 200 pianos falling off a 90 ft building!


AHHHHHHHHH =[ something went wrong ><
Report, edit, etc...Posted by re_casper on 2005-01-20 at 21:14:06
I dont know why im saying this but it probably something i did before. Just dont overload the map with 50 mb of music. I did that and it STINKS.. ranting.gif I cant play the game on b.net.

If you want fame, make it small and easy, dont use too many wavs

Just in case u dont know that w00t.gif
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