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Staredit Network -> UMS Assistance -> Just Wondering...
Report, edit, etc...Posted by Deku(pb) on 2006-03-21 at 20:08:26
When you activate a trigger that plays a .wav thats like 100 secs long, is it possable to stop the .wav file even if it isnt done? Like in the middle of the sound it stops. For instance. In a bound, theres a song playing, and you want to turn it off. But instead of waiting till the song/sound is done, it stops instantly. You no what i mean? Some help would be nice. Thank you. biggrin.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-21 at 20:21:15
You can make it apear to stop playing but you cant stop it. By apear i mean to cancel it out with a blank but that that would interfere with other played sounds.
Report, edit, etc...Posted by Urmom(U) on 2006-03-21 at 20:54:02
Wouldn't the blank sound just be played at the same time as the others? But what you could do it chop the music up into small pieces and then link them with switches / deathcounts. Have one other switch in the conditions that is cleared. Then when you use another trigger to set the switch, the music will stop.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-21 at 21:30:12
no there are ways to cancel out sounds. That is how noise canceling headphones work. You have to like flip the wavelength and play it.
Report, edit, etc...Posted by Deku(pb) on 2006-03-21 at 21:53:39
I can chop up the file like what urmom said. (not an insult) But that means i would need soundforge to chop it up. and when u save it it takes up more space for each chopped up file. Any more suggestions?
Report, edit, etc...Posted by Chaos_dragon10 on 2006-03-21 at 22:21:17
QUOTE(Deku(pb) @ Mar 21 2006, 07:08 PM)
When you activate a trigger that plays a .wav thats like 100 secs long, is it possable to stop the .wav file even if it isnt done? Like in the middle of the sound it stops. For instance. In a bound, theres a song playing, and you want to turn it off. But instead of waiting till the song/sound is done, it stops instantly. You no what i mean? Some help would be nice. Thank you.  biggrin.gif
[right][snapback]450221[/snapback][/right]


Well you could just shorten the length of the .wav by using the sound recorder that's on every computer to the length you want it at
Report, edit, etc...Posted by Corbo(MM) on 2006-03-21 at 22:50:53
QUOTE(Chaos_dragon10 @ Mar 21 2006, 09:20 PM)
Well you could just shorten the length of the .wav by using the sound recorder that's on every computer to the length you want it at
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no no...the sound recorder is for windows only and not every computers have windows tongue.gif some of them have macs so wrong tongue.gif
ok you can chop it down to small pieces and compress it by lowering the quality of the sound
Report, edit, etc...Posted by (U)Bolt_Head on 2006-03-22 at 13:59:19
Here is the greatest idea ever on this subject.

http://www.staredit.net/index.php?showtopi...ndpost&p=111544
Report, edit, etc...Posted by GG.Pe4nut on 2006-03-22 at 14:49:35
well if u play a blanc sound like 100 times wen u want to stop the music wouldnt it stop then? disgust.gif

//gg.pe4nut
Report, edit, etc...Posted by (U)Bolt_Head on 2006-03-23 at 00:57:26
No it would just lag.

Wavs overlap eachother, they do not replace eachother.
Report, edit, etc...Posted by Deku(pb) on 2006-03-23 at 01:01:39
so basicly its impossable to stop a .wav file. right?
Report, edit, etc...Posted by Demaris on 2006-03-23 at 01:03:09

Yes, close this topic already.
Report, edit, etc...Posted by GG.Pe4nut on 2006-03-24 at 13:32:31
QUOTE((U)Bolt_Head @ Mar 23 2006, 06:57 AM)
Wavs overlap eachother, they do not replace eachother.
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yes i kno, but isnt it anny maximum?
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-25 at 02:42:11
Nope, and bolts post said exactly the same thing I did but yeah youd be better off chopping it up into like 30 segments.
Report, edit, etc...Posted by (U)Bolt_Head on 2006-03-25 at 15:10:17
Uhh Ether I’m extremely ignorant or you are on this Blank noise subject.

There is no generic "Blank" noise sound. Noise canceling headphones constantly generate a wave with the exact opposite sound in order to cancel out the other one.

We all know that sound is vibrations (hopefully). So lets imagine you are pushing a table back and forth in a specific pattern to create a sound. Some pushes will be harder than others and some are lighter. The pushes are placed at different intervals and some take longer to complete than others.

So if a friend wanted to stop you from shaking the table he has two options. First is to Judo chop you in the shoulder stopping it from the source. (well we can't do that in SC) So the second is a little more creative. Your friend will stand on the other side of the table and has to push and pull the table at the exact same times you do. But in the opposite directions, so when you push on the table he pushes it with the same force in the opposite direction so doesn't move.

In order for this to be possible you friend has to know exactly how your going to move the table. He can't just shake the table randomly and expect it to cancel our yours.

Waves are exactly the same way. Think of this as being your wav.

/\/\_/\/\/\/\/\__/¯\/\
to cancel it out you have to play this wave
\/\/¯\/\/\/\/\/¯¯\_/\/

As you can see this has to exactly match the other wave or it will not work. If second wave peeks or troughs at the same time as the first one does the same. Then we would end up with and amplification called Constructive Interference (it would be like you and your friend pushing the table in the same direction). If there on opposite times one Trough lined up with one Peak, then we have a Cancellation called Destructive Interference.

Now to relate this further to SC the second wav has to be the full length of the first. If you just started it mid way then the waves would be out of synch and it wouldn’t work. If you do what I suggested in the joke post I linked to earlier then it would be just redundant cause you could do it easier and with less file space by breaking the wav up into 1 second intervals and playing them in sequence and simply stopping if you want it to end.

Now in all reality I don't think you would ever get it to work anyways. I doubt SC could play the two wavs at the exact same time close enough for it to be in synch. And if it did your speakers wouldn't be able to play both waves. (maybe if one was a left channel and the other was a right ... You know what screw it you will never get it to happen with Starcraft so stop discussing it.
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