Sound Problem
Dec 27 2009, 1:25 am
By: Warlord_Master  

Dec 27 2009, 1:25 am Warlord_Master Post #1



My rpg map has a sound that loops over and over again which is fine, im using death counters but i decided to add more variety to the map and add different sounds.
Example: boss music and regular music. The problem is sometimes when it switches from one to another, the new song overlaps with itself which really hurts the ears.
in the trigger where the music changes, theres a wait because
Condition: P8 Suffered Death of `Boss``
Action: Clear BattleMusic, wait 7000ms, Set Regular Music to give it time so the two songs dont overlap
is the wait making the song overlap?

Edit: The Two Songs Are Not Overlapping, The Songs Overlap With Itself

Post has been edited 1 time(s), last time on Dec 27 2009, 1:31 am by Warlord_Master.



None.

Dec 27 2009, 1:29 am CecilSunkure Post #2



The songs are overlapping because the second song starts to play before the first one is over.

If you are using DCs to time your song plays, just play the second song once the first one is done.

Say your song is 1 second long. You play your song, and start adding DCs starting from 0. Once this DC hits 12, you will know that your song is over. Make sure you play your second song, once this DC is over 12, and you will not hear overlapping sounds.

I don't suggest that you use waits at all in looping//changing songs.



None.

Dec 27 2009, 2:24 am Warlord_Master Post #3



zomg Cecil the last thing u said was the problem, waits ive realized seem to mess up everything, i dont know why it was even put in game if death counters are so much more reliable and accurate, ty for help
changing songs + wait = gg



None.

Dec 27 2009, 2:30 am CecilSunkure Post #4



Quote from Warlord_Master
zomg Cecil the last thing u said was the problem, waits ive realized seem to mess up everything, i dont know why it was even put in game if death counters are so much more reliable and accurate, ty for help
changing songs + wait = gg
Yeah, that's pretty much true unless you really know what you are doing. Here, you might find this interesting.

Collapsable Box


Post has been edited 1 time(s), last time on Dec 27 2009, 2:42 am by CecilSunkure. Reason: lol typo



None.

Dec 27 2009, 2:40 am NudeRaider Post #5

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

Quote from Warlord_Master
zomg Cecil the last thing u said was the problem, waits ive realized seem to mess up everything, i dont know why it was even put in game if death counters are so much more reliable and accurate, ty for help
changing songs + wait = gg
Blizzard wasn't aware that something like hyper triggers is possible. Without hyper triggers death counter timers would be horribly inaccurate.
Also waits, even with hyper triggers, still have double accuracy than death counters as you can time 42ms increments with waits while with death counters the smallest increment is 84ms on fastest.

Also if you make sure you don't run into wait blocks and keep in mind that waits cause triggers to be rechecked when started and the entire trigger loop (not just the 1 trigger with the wait) is continued after the wait is done you are pretty much safe from malicious side effects.

And btw. slight overlaps are better than slight pauses in music. This is important when your loop isn't an exact multiple of 84ms.




Dec 27 2009, 2:54 am CecilSunkure Post #6



Quote from NudeRaider
And btw. slight overlaps are better than slight pauses in music. This is important when your loop isn't an exact multiple of 84ms.
Oh, this is very true. I like to add in a "fade" effect at the beginning and end of all my loops, which lasts a fraction of a second. I then make my wavs being switched play over each other by approx 1/12 of a second (1 dc count), and it sounds rather good. Though, you don't want to overlap a looping wav by too much as it screws up the tempo for the last measure of the loop :(



None.

Dec 27 2009, 4:33 am Neki Post #7



Even then, I wouldn't worry about it much. With latency, it's almost impossible to get a perfect loop. If you loop it perfectly in single player, then with other players, the loop is going to be a bit off. Though having an overlap in music always annoys me though, just ruins the atmosphere.



None.

Dec 27 2009, 6:11 pm poison_us Post #8

Back* from the grave

If you use multiple death triggers, it can help get rid of overlapping if your game is really long...

What I mean is this:
Collapse Box


These triggers are accurate to the 1st, rather than just whole numbers...Most people use just 11 or 12 deaths for their cap on DCs, but with this it uses 11 for the first 9, then 12 for the final, resulting in a complete reset at 11.9.

TL;DR: the triggers in the collapse box are more accurate than most others you'll see because it gets closer to 11.90476..., which is the approximate number of triggers fired every second.





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