Death counts. 12 deaths = 1 second, so convert deaths to the length of the music you want to loop. Since you're doing mulitple music loops, I suggest you edit them into chewable, 8 second clips so that you can end the song when the player enters a new area.
EDIT: Your music is short so no editting will be necessary. However, I can see with some of the clips that the looping will just sound, err, annoying, like with the Cemetery one.
Post has been edited 1 time(s), last time on Dec 29 2008, 4:16 am by lil-Inferno. Reason: LOLEDIT
An artist's depiction of an Extended Unit Death
Players:
- Force 1 (Or whoever you want to listen to the music)
Conditions:
- Current Player has suffered at least 1 deaths of Uraj Crystal
Actions:
- Modify Deaths for Current Player: Subtract 1 for Uraj Crystal
- Preserve Trigger
- Comment "Uraj Death Counter"
Players:
- Force 1 (Or whoever you want to listen to the music)
Conditions:
- (Your Activation Trigger, if any)
- Current Player has suffered at most 0 deaths of Uraj Crystal
Actions:
- Play wav "My Music.wav"
- Modify Deaths for Current Player: Set to
X* for Uraj Crystal
- (Your other actions, if any)
- Preserve Trigger
- Comment "Play Music"
*The value varies based on the length of the wav file. As Inferno said, roughly 12 death counts is equivalent to 1 second on the fastest game speed. So take the length of your wav file and multiply it by 12. You may have to make adjustments to get the loop perfect.
And you probably know this, but just in case: Compress your music!!
Okay, HERE IS THE THROWDOWN!
Trigger 1: (Area one music looper)... Let's say the music is 8 seconds long
CONDITIONS:
- Current player has suffered at least 0 deaths of Music Loop One.
- Current player has suffered at most 96 deaths of Music Loop One.
- Current player brings at least 1 [men] to "Area One".
ACTIONS:
- Add 1 death of Music Loop One for Current Player.
- Preserve Trigger
Trigger 2: Reset the Loop
CONDITIONS:
- Current player has suffered exactly 97 deaths of Music Loop One.
- Current player brings at least 1 [men] to "Area One".
ACTIONS:
- Set deaths of Music Loop One to 0 for Current Player.
- Preserve Trigger.
Trigger 3: Playing the .wav.
CONDITIONS:
- Current player has suffered exactly 0 deaths of Music Loop One.
- Current player brings at least 1 [men] to "Area One".
ACTIONS:
- Play "Music.wav".
- Preserve Trigger.
Trigger 4: (Area two music looper)... Let's say the music is also 8 seconds long
CONDITIONS:
- Current player has suffered at least 98 deaths of Music Loop One.
- Current player has suffered at most 194 deaths of Music Loop One.
- Current player brings at least 1 [men] to "Area Two".
ACTIONS:
- Add 1 death of Music Loop One for Current Player.
- Preserve Trigger
Trigger 5: Reset the Loop
CONDITIONS:
- Current player has suffered exactly 195 deaths of Music Loop One.
- Current player brings at least 1 [men] to "Area One".
ACTIONS:
- Set deaths of Music Loop One to 98 for Current Player.
- Preserve Trigger.
Trigger 6: Playing the .wav.
CONDITIONS:
- Current player has suffered exactly 98 deaths of Music Loop One.
- Current player brings at least 1 [men] to "Area Two".
ACTIONS:
- Play "Music2.wav".
- Preserve Trigger.
Just repeat most of the and just modify it. Also, I forgot to mention that you need to make it so that the player's deaths of the music looper is set to the lowest number it can be when they're at that area. You should be able to figure out how to do that yourself. The fact that you're doing multiple areas for music loops is making it all the more complex.
Well, Death Counts really are not the
best way to do it in terms of quality, since a Wait loop can be within 42 milliseconds of the right spot, and a Death Count can at best be within 84 milliseconds of it. However, if you're trying to avoid Wait Blocks, then you have to use Death Counts.
One thing I would recommend is editing your music a bit so that it lands perfectly on the 84 millisecond intervals, this will allow for the best possible loop.
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
thanks guys, but this is getting a little complex, I use death counts of AREA CODE (Comsat Station (add-on)) to mark the monster spawn code for that area on where different monsters spawn. What else could I use? Will someone make a tutorial for music loops!?
Could you please make clearer questions?
You can practically use any unused unit as a death counter, but I'm sure that's now what you want to know.
Tutorial on music loops