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Staredit Network -> UMS Assistance -> Music Loops
Report, edit, etc...Posted by ShadowBrood on 2005-07-13 at 22:01:00
I've noticed that music loop triggers work well for short sounds, but on long sounds such as 94000ms sounds they screw all the triggers up.

I haven't found a way to get around this, hopefully you guys have a solution.

No I can't shorten it, it's been butchered enough.
Report, edit, etc...Posted by Felagund on 2005-07-13 at 22:14:05
This can be due to a host of factors. Music will play through lag, but lag may hold triggers up so that the music isn't lining up witht he triggers anymore. Or, you could just be having conflicting waits. And where in the world did 94 seconds come from?
Report, edit, etc...Posted by slayer766 on 2005-07-13 at 22:16:02
Whats your trigger that you got set up to loop your music?
Report, edit, etc...Posted by O)FaRTy1billion on 2005-07-14 at 01:10:18
There is a few ways of looping music (any length):
  1. Waits. (Can screw up itself/other triggers)
  2. Deaths/Mineral counters. (Not always a good way of doing this. Maybe add a small wait if it isn't perfect)
  3. (What I use) A neutral unit (can't see) that goes from location A to location B. When it is at Location B it sets deaths or something for all players that plays music for them and moves back. (If you just made it so it plays the music at B only the highest player can hear it (Player 1))

I may have missed a few methods, but those are the only ones I have seen/used.
Report, edit, etc...Posted by Subrosian on 2005-07-14 at 01:23:47
Death and mineral counters are fine, but the walking thing is harder to do and produces the same effect, since the walking unit only goes back to the first location when a trigger cycle starts.
Waits don't help death/mineral counters since even though the wait ends, it has to wait for the next trigger cycle to come up (or so as I heard, tell me if I'm wrong).
Report, edit, etc...Posted by (U)Bolt_Head on 2005-07-14 at 01:27:42
If i understood everything you said in your post Subrosian your compleatly correct.

Anyways as a side note the error O)FaRTy1billion referes to in parinthisis is only a problem if you don't set up your triggers correctly for multple players.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-07-14 at 01:32:35
QUOTE(Subrosian @ Jul 13 2005, 11:23 PM)
Waits don't help death/mineral counters since even though the wait ends, it has to wait for the next trigger cycle to come up (or so as I heard, tell me if I'm wrong).

What I meant was when the deaths reaches the right amount, just do like a little wait to make it so there isn't a pause. Because sometimes people use minerals/deaths and it is a little too short or long just because you can't do like 1/2 a death.
Report, edit, etc...Posted by Subrosian on 2005-07-14 at 01:36:23
You can't simulate 1/2 a death with waits either, since it still has to wait for the next start of the trigger cycle (aka the length of a death)
Report, edit, etc...Posted by (U)Bolt_Head on 2005-07-14 at 01:43:35
QUOTE(Subrosian @ Jul 14 2005, 12:36 AM)
You can't simulate 1/2 a death with waits either, since it still has to wait for the next start of the trigger cycle (aka the length of a death)
[right][snapback]262144[/snapback][/right]


Yeah, assumeing your "Length of a Death" is already the smallest wait increment.

Anotherwords if your deaths only counted up once every 4 seconds then of course you can make something on a two second interval. But if your useing hypered death counter (one tick every 84millseconds) then it is impossable to make something happen on a 42 millisecond interval, just like Subrosian is saying.
Report, edit, etc...Posted by ShadowBrood on 2005-07-14 at 01:45:14
So you're saying I should use:


Trigger
Description:
Music
Players:
¤ All Players
Conditions:
¤ Always
Actions:
¤ Play "Music Doo Doo Doo Doo Doo"
¤ Modify death counts for Player 1: Set to 1 for Marine
¤ Modify death counts for Player 1: Set to 2 for Marine
¤ Modify death counts for Player 1: Set to 3 for Marine
¤ Modify death counts for Player 1: Set to 4 for Marine
¤ Modify death counts for Player 1: Set to 5 for Marine
¤ Modify death counts for Player 1: Set to 6 for Marine
¤ Modify death counts for Player 1: Set to 7 for Marine
¤ Modify death counts for Player 1: Set to 8 for Marine
¤ Modify death counts for Player 1: Set to 9 for Marine
¤ Modify death counts for Player 1: Set to 10 for Marine
¤ Modify death counts for Player 1: Set to 11 for Marine
¤ Modify death counts for Player 1: Set to 12 for Marine
¤ That was one second correct? Now repeat 94 times?
¤ Play "Music Doo Doo Doo Doo Doo"
¤ Preserve Trigger

Report, edit, etc...Posted by (U)Bolt_Head on 2005-07-14 at 01:47:01
No don't do that.

Trigger
Players:
¤ Human Players
Conditions:
¤ Conditions Required for music to loop.
¤ Current player suffers exactly 0 deaths of 'unused unit'
Actions:
¤ Play Wav "Way too long music loop"
¤ Set Deaths to 1104(guess)
¤ Preserve Trigger


Trigger
Players:
¤ Human Players
Conditions:
¤ Current player suffers at least 1 death of 'unused unit'
Actions:
¤ Subtract 1 death for 'unused unit' for current player.
¤ PreserveTrigger


PS. This doesn't solve the lag problem there discussing. But most likely solves the problem your experianceing.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-07-14 at 01:47:17
No.

Trigger
Players:
¤ Humans?
Conditions:
¤ Sufferred at most X deaths.
Actions:
¤ Add 1 Death for X unit.
¤ Preserve Trigger.


Trigger
Players:
¤ Humans?
Conditions:
¤ Suffered at least X deaths.
Actions:
¤ Set to 0 Deaths for X unit.
¤ (If needed) Wait.
¤ Play WAV.
¤ Preserve Trigger.
Report, edit, etc...Posted by ShadowBrood on 2005-07-14 at 01:54:43
No offense Farty, but I'm gonna go with Bolt.

He IS God, therefore, I'll take his advice smile.gif
Report, edit, etc...Posted by Subrosian on 2005-07-14 at 01:56:21
Just an addition: You might want to use Audacity (Google it!) to quickly get the precise length of the song to get the exact number of required deaths.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-07-14 at 02:00:23
QUOTE(ShadowBrood @ Jul 13 2005, 11:54 PM)
No offense Farty, but I'm gonna go with Bolt.

He IS God, therefore, I'll take his advice smile.gif

His goes down, mine goes up. Big difference.

EDIT: I started mine wrong though, mine would play after the time, so it should start out with that many deaths.
Looking closer, his has 1 less action to set the deaths to the top at the start of the game.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-07-14 at 02:01:41
QUOTE(ShadowBrood @ Jul 14 2005, 12:54 AM)
No offense Farty, but I'm gonna go with Bolt.

He IS God, therefore, I'll take his advice smile.gif
[right][snapback]262157[/snapback][/right]


We basicly said the same thing except O)FaRTy1billion is counting up instead of down. Thus the wav won't start untill the counter has gone by once. (most people have an obsession with counting up and never consider subtracting)
Also he still belives you can use a wait to make it more accurate, If you are using hyper triggers this is not true.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-07-14 at 02:03:04
QUOTE((U)Bolt_Head @ Jul 14 2005, 12:01 AM)
Also he still belives you can use a wait to make it more accurate, If you are using hyper triggers this is not true.

I was saying that if it was needed, and yes Hyper Triggers ruin it. (I once found a way you can have Hyper Triggers with waits, just under certain conditions. I still use that method today biggrin.gif)
Report, edit, etc...Posted by (U)Bolt_Head on 2005-07-14 at 02:09:53
Off Topic:
Yeah, make sure there at the end or owned by a player without other waits.

If you make sure the hyper trigger is actually at the end you can actually have it owned by all players(inspite everyone being so hardcore against it). Cause most likely all the players won't have a wait running at the same time so its very likely at least one of the players will keep the hyper going. That is unless you triggered a whole lot of really long waits for all the players.
Report, edit, etc...Posted by ShadowBrood on 2005-07-14 at 02:43:23
Odd, the time it took to loop perfectly was 3024 death counts.
Report, edit, etc...Posted by Subrosian on 2005-07-14 at 03:20:42
Wow, that's VERY far fetched...

According to Calculator, 94000 miliseconds/84 is 1119 and 94 seconds*12 is 1128.
Report, edit, etc...Posted by Rantent on 2005-07-14 at 04:00:54
Well, it might depend on what speed the map is running at.
Report, edit, etc...Posted by Ultimo on 2005-07-14 at 04:06:37
I just like adding really. tongue.gif Shadowbrood, how'd you get that?
Report, edit, etc...Posted by (U)Bolt_Head on 2005-07-14 at 20:35:06
QUOTE(Subrosian @ Jul 14 2005, 02:20 AM)
Wow, that's VERY far fetched...

According to Calculator, 94000 miliseconds/84 is 1119 and 94 seconds*12 is 1128.
[right][snapback]262206[/snapback][/right]


His hyper triggers are most likely running slow.
Report, edit, etc...Posted by Subrosian on 2005-07-15 at 02:49:14
Wait a minute...

Wouldn't more death counts than expected mean that the hyper triggers ran FASTER than normal? Since if you have slower hyper triggers, you would need fewer death counts.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-07-15 at 12:41:59
LOL MUSIC LOOPS
this
is
outdated
all that censored.gif above works
but u should use the
smaller way
if ur smart
ull use it and look at the music
then ull no cuz it says the length
and use the time in milliseconds
DO IT NOW
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