I need help with my thing here - I'm looping my song here, but I want the song to be muted at anytime when my hero goes to a spot. How do you do it?
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There's no way to stop a .wav that's started playing in game. To work around this you can split the file into several second long parts and link them together with death counts.
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All right, no hope for me then.
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Its really not that hard. Just break up the song, unless you have to have it stop at that very moment it should be fine.
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Trigger("
All players"){
Conditions:
Deaths("
All players", "
Cantina", Exactly, 0);
Actions:
Set Deaths("
All players", "
Cantina", Set To, 1);
Comment("Start");
}
//-----------------------------------------------------------------//
Trigger("
All players"){
Conditions:
Deaths("
All players", "
Cantina", Exactly, 1);
Actions:
Play WAV("
sound\\Bullet\\BlastCan.wav", 0);
Set Deaths(
All players", "
Cantina", Set To, 2);
Preserve Trigger();
Comment("Sound 1");
}
//-----------------------------------------------------------------//
Trigger("
All players"){
Conditions:
Deaths("
All players", "
Cantina", Exactly, 2);
Actions:
Play WAV("
sound\\Bullet\\BlastCan.wav", 0);
Set Deaths("
All players", "
Cantina", Set To, 3);
Preserve Trigger();
Comment("Sound 2);
}
//-----------------------------------------------------------------//
Trigger("
All players"){
Conditions:
Deaths("
All players", "
Cantina", Exactly, 3);
Actions:
Play WAV("
sound\\Bullet\\BlastCan.wav", 0);
Set Deaths("
All players", "
Cantina", Set To, 4);
Preserve Trigger();
Comment("Sound 3");
}
//-----------------------------------------------------------------//
Trigger("
All players"){
Conditions:
Deaths("
All players", "
Cantina", Exactly, 4);
Actions:
Play WAV("
sound\\Bullet\\BlastCan.wav", 0);
Set Deaths("
All players", "
Cantina", Set To, 5);
Preserve Trigger();
Comment("Sound 4");
}
//-----------------------------------------------------------------//
Trigger(
All players"){
Conditions:
Deaths("
All players", "
Cantina", Exactly, 5);
Actions:
Play WAV("
sound\\Bullet\\BlastCan.wav", 0);
Set Deaths("
All players", "
Cantina", Set To, 1);
Preserve Trigger();
Comment("Sound 5");
}
//-----------------------------------------------------------------//
Variables:All players - Player(s) who you want to hear the sound.
All players - Player(s) who you want to have the counts for.
sound\\Bullet\\BlastCan.wav - Sound you want players to hear.
Cantina - Unit that will have deaths kept track of.
I'm not sure if you want to have the "play sound" triggers also set the next value for the death counts, or if you want to have a separate trigger that "always" adds "1" or whatever value to the count.
Also, I used the values 1,2,3,4,5 but this would be too fast.
You also need to make sure that the song can be cut up into perfect sections.
None.
Its really not that hard. Just break up the song, unless you have to have it stop at that very moment it should be fine.
He may not have a sound-editing program.
None.
Its really not that hard. Just break up the song, unless you have to have it stop at that very moment it should be fine.
He may not have a sound-editing program.
Well then in this case, it will be hard...
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He may not have a sound-editing program.
You can download Audacity for free
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Yeah, Audacity is enough to break up a song, and breaking up a song is also sometimes a better idea anyway, since when someone lags, the music will stop playing earlier, but it will start again sooner, rather than waiting a while after the lag box to start up again.
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
Search for music, ascending order (the search only gives back the first 10 or 20 results), 3rd hit is this:
How to make Music shut off for only 1 player in bounds
What I mean is:
I want the music to stop at any moment my man goes into a location...
None.
Yes, you can not do that.
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You could if you split the song up into 83milisecond sections, lol.
Or even like, 1 second sections, but that's very impractical, and annoyying to make. But if you REALLY need it, you could split your song up into 1 second sections, that wouldn't be too bad. The 83ms sections would suck because then you'd have thousands of file fragments to string together.
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
What I mean is:
I want the music to stop at any moment my man goes into a location...
Have you read the topic I linked you to? Like here we ended up discussing about possible workarounds because we realized pretty fast that it's simply not possible.
You could if you split the song up into 83milisecond sections, lol.
Or even like, 1 second sections, but that's very impractical, and annoyying to make. But if you REALLY need it, you could split your song up into 1 second sections, that wouldn't be too bad. The 83ms sections would suck because then you'd have thousands of file fragments to string together.
I do not recommend that because I doubt it is possible to stitch the sound together without at least a small stuttering. Prove me wrong though.
Well, as long as you make sure the endings are in multiples of 84 milliseconds, then it should stitch perfectly, but once again, crazy work
Exactly how long is this song of yours?
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