Does anyone know a good way to get your music to correspond with your bound? I have an about 18 second clip and I want it to correspond with my obstacles.
Using waits will I think eventually get off-beat sooner or later.
I have another question too, how do you make an obstacle with more than 64 actions using waits?
Post has been edited 1 time(s), last time on Apr 25 2010, 4:30 pm by mapping4joy.
None.
If you mean you want to start the clip right when the obstacle does, then seperate the clip into sections (could do 18 sections, each being 1 second long). Use a death counter to cycle through each section. When you want to restart the song just reset the death counter back to the start.
1Current Player suffered exactly 0 deaths of Song
Current Player suffered exactly 0 deaths of SongWaitPlayWAV "SongSec0"
Set Deaths for current player add 1 for Song
Set Deaths for current player exactly 12 for SongWait 1Current Player suffered exactly 1 deaths of Song
Current Player suffered exactly 0 deaths of SongWaitPlayWAV "SongSec1"
Set Deaths for current player add 1 for Song
Set Deaths for current player exactly 12 for SongWait 1Current Player suffered exactly 2 deaths of Song
Current Player suffered exactly 0 deaths of SongWaitPlayWAV "SongSec2"
Set Deaths for current player add 1 for Song
Set Deaths for current player exactly 12 for SongWait (repeat above triggers for all the sections, and add this trigger below)
1Current Player suffered at least 1 deaths of SongWaitSet Deaths for current player subtract 1 for SongWait Obstacle using more than 64 actions:
1Current Player suffered exactly 0 deaths of Obstacle(Explosion)
Wait 500
(Explosion)
Wait 500
...
Set Deaths for current player exactly 1 deaths of Obstacle 1Current Player suffered exactly 1 deaths of Obstacle(Explosion)
Wait 500
(Explosion)
Wait 500
...
Set Deaths for current player exactly 2 deaths of Obstacle
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
Either your song incidentally fits your exact bound rhythm
or you'll either have to slow/speed up your song to adjust it to your obstacles or
fit your obstacles to the music's beat.
In any case you should use death counters instead of waits because they are synched to the gameplay which means synched to the explosions (or w/e) of your obstacles. Each death counter / trigger loop is exactly 84ms. So your bpm need to match multiples of that.
To create obstacles with more than just 64 actions you'll have to use multiple triggers. Just set a switch or dc as the 64th condition and run the next trigger off that dc or switch.
In order to make sure that your obstacles stay in sync, or at least seemingly in sync with your music is to start both processes at the same time. If you always start your bounding rhythm and the wav loop at the same time, they will always play in the same exact pattern. The only thing you have to do now is make sure that both the bounding rhythm and the wav end near the same time, so that they seem to be one homogeneous process.
Play your wav and start the bounding obstacle's rhythm at the same time every time, and make sure they both end close enough to the same moment so that a noticeable overlap or gap doesn't occur.
If you have your wav loop and bounding rhythm looping as separate processes then it is easy for them to become desynchronized later on down the road.
None.
thanks guys,
I'll try the suggestions.
Right now I'm having another problem though, I have 5 obs so far but the 4th and 5th ob don't work for some reason.
The triggers I put for the 4th and 5th are exactly (I think) the same as the first three.
Only the first set of explosions go and then nothing, by set I mean only booms on multiple spots one time only, the trigger doesn't even go.
Does someone possibly know what's happening?
None.
You might be using a switch to control it and you did it wrong. Here's a big hint: if a trigger doesn't run, that means its conditions aren't met. What are the conditions? Check each one, individually, and soon you'll find the condition which is returning false.
However, if you are using waits at all, there's a good chance you're encountering wait blocks, and you should remove the waits and use death counters instead.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
I'm pretty sure the conditions met. Only one set of explosions went though. I even tried changing the conditions from the switches to minerals and it did the same thing. The conditions are exactly formatted like the first three.
Is there anyway to prevent wait blocks? I don't see why there would be wait blocks when only one bound runs at a time.
None.
Yes, but if you're running hyper triggers (which I hope you are) and they are before any other waits, those waits never actually end, and thus the trigger will never finish. Stop using waits so much, or just move the hyper triggers last.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
After remaking the hyper triggers it worked.
Thanks.
None.
don't forget you may have a use for looping your music and/or staggering it so that you can stop it once the bound is done:
http://www.staredit.net/files/1987/Granted, if it's just SFX, there's no need, but if it's a 2 minute song, you may want to chunk it up into smaller increments.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
You could chop your song up into different .wavs for every single beat through an audio editor, and sequentially play them through triggers.
EXAMPLE:
ConditionsP8 has suffered 0 deaths of "Flag"
ActionsPlay "Wav_001"
Wait (Length of WAV_001)
Set deaths for P8- add 1 for "Flag"
ConditionsP8 has suffered 1 deaths of "Flag"
ActionsPlay "Wav_002"
Wait (Length of WAV_002)
Set deaths for P8- add 1 for "Flag"
ConditionsP8 has suffered 2 deaths of "Flag"
ActionsPlay "Wav_003"
Wait (Length of WAV_003)
Set deaths for P8- add 1 for "Flag"
Then, in your bound explosion triggers, include "wait (0)" between each explosion
ActionsCreate one unit at "1A"
Kill all unit at "1A"
wait(0)
Create one unit at "2A"
Kill all unit at "2A"
wait(0)
etc...
None.
A better way would be to link everything to flag.
Conditions
P8 has suffered 0 deaths of "Flag"
Actions
Play "Wav_001"
Wait (Length of WAV_001)
Set deaths for P8- add 1 for "Flag"
Create one unit at "1A"
Kill all unit at "1A"
etc...
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"