I'm making an RPG-ish type game and it has music in it. So, what I want is when a character moves from one area to the next, it stops playing the music from one area and starts playing the music for the next. Right now, it doesn't stop the music from the previous area and begins playing the music for the new area, so I've got two tunes playing at the same time
How can I set a trigger to:
A) loop music
B) stop playing music
A) We have tutorials for everything!
http://www.staredit.net/index.php?tutorial=125B) You would need to chop up the music into smaller pieces and then stop it after a certain piece. There is currently no way to stop music at a random point unless the user turns off sounds (CTRL+S).
You would have to have it so when you move to a different area, the music would have to complete its loop, you can't just end in the middle of the music. Looping music is just playing a wav, then waiting then preserving, or bring a unit to a location or countdown timer, then preserve.
ADDITION:
Or just look at legacy's post...
use a cut off switch that randomizes diff sound's that is the same sound cut off at multiple times.
Hey how many wav's can be played at once in SC?
I don't think there's a limit but it will lag the more times you play it I think...
You can't stop a sound once it started but to keep it looping then just put the conditions and preserve trigger and make sure the condition is always set like always or something.
he knows how to loop...but for legacys chopping idea you just have a switch and a death counter. when your in a certain area you set the switch to play the certain type of music and set the deaths to 0. then you basically do the loop thing except you add 1 to the deathcount for every music piece in that section. that way if you clear/set the switch (whichever way you made it), it will stop it pretty fast.
Yes, but wouldn't that make the music sound a bit choppy? Especially if there is a person who is playing that lags or just even lags slightly?
well not really because with hypertriggers it runs very fast. but thats pretty much the only way you can do it.
QUOTE(urmom @ Oct 6 2005, 07:15 PM)
well not really because with hypertriggers it runs very fast. but thats pretty much the only way you can do it.
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sounds like it will work but how in the world do you chop music files?
Use any one of the multitude of programs available to use, including Windows Sound Recorder, to turn, for example, a 30-second .wav into six 5-second .wavs. Or 30 1-sec .wavs.
I haven't tried it personally, but apparently
Audacity is quite a good audio-editing program.
It doesn't have to be a tedious process either; many SEN members can quite easily write programs/macros to do things like this for them, as well as make the triggers for starting/stopping the music.
whats this map sopposed to be anyway? like musical chairs or better yet musical beacons. lol but really, what is it?
I've decided to cut the .wav files into 1-second bits... Well, they're all cut up, now what do I do?
You want to play it one after another (with the proper waits and such) and if the sound is to stop then just stop the next one from playing.
We have tutorials for everything!
QUOTE(Shadow_da_Sniper @ Oct 7 2005, 08:30 PM)
We have tutorials for everything!
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By the time you posted this, the solution's already been posted.
