Hi guys, I'm trying to synch a background music wav file so it doesn't sound cut off. I used death counters and hyper triggers to do this but the music is really off. Is there a better way to synch the music together? The wav file is 21 seconds long so I activate the loop at 252 deaths.
Here's a link to the test map:
Looping Music TestEdit: Additional info
Post has been edited 1 time(s), last time on Feb 20 2010, 1:23 pm by RetPallylol.
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
Without checking the map:
First of all make sure you cut the music to a good loop and pay attention to the beat.
Then, in the loop trigger when you have to overlap or underlap slightly (loop is not exactly multiples of 84ms) choose the former. Small pauses are very easily recognizable.
Also your math is slightly off: 21s / 84ms/dc = 21dc / 0.084 = 250dc
Post has been edited 1 time(s), last time on Feb 20 2010, 10:27 pm by NudeRaider.
Also, if you are playing the game as a Custom Game in single player, it starts out at either Normal or Fast speed, which do not hve 11.9 hyper triggers per real time second. So if you're doing speed-related debugging, make sure you're at Fastest. Quickest way to get there is to press + in game, which is shifty & = key.
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
On that matter use waits instead of dcs if it's a single player map. Waits are real-time so they are not affected by the speed setting.
1. Download Audacity
2. Change the audio to 16 bit.
3. Cut out the .33 seconds of silence at the beginning of the clip
4. Calculate the new length in DCs. Currently the file is 15.01263 seconds long.
Using simple math:
15.01263 s
.084 s = 1 DC
15.01263 s * 1 DC / .084 s= 178.7 DC. I'd round DOWN, to avoid breaks in the audio, especially considering you're going to be cutting out .33 seconds.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
Ah thanks guys, your suggestions worked for me. I guess I just to fiddle around with the timing of the DCs, i.e. set it to an e lower number and trial and error from there.
rockz,
On a music related side note, why does Audacity give me such a huge WAV file when I export an mp3 file? It is around ten times the size of the original mp3. I thought mp3's were supposed to be bigger in size. I also made sure to change it to 16 bit.
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
You seem to have been misinformed.
wav is uncompressed + lossless and thus used for audio CDs which are for high fidelity,
mp3 is compressed + lossy and thus creates small files which neatly fit onto mobile devices and can be easily transmitted over the Internet.
Usually the file size ratio of mp3:wav is around 1:11.
Ah yes, it looks like I was. Is there a more size efficient way of converting mp3 files to wavs to use in maps?
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
Wavs (PCM) are by definition not size efficient. They store the music byte by byte. The only way to reduce size is to take out bytes, aka. reducing quality. Get rid of stereo, then reduce sample rate to say 11 kHz.
Well there is new wave formats (ADPCM) that are compressed but StarCraft can't use them.