Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: How to make Music shut off for only 1 player in bounds
How to make Music shut off for only 1 player in bounds
Dec 8 2007, 5:16 am
By: Fawkes  

Dec 8 2007, 5:16 am Fawkes Post #1



How can I make it so that each player in a bound can turn off their own music and not affect everyone elses? I don't remember how to do this anymore. Thanks for the help.l



None.

Dec 8 2007, 5:23 am Roy Post #2

An artist's depiction of an Extended Unit Death

It depends on the method of turning it off. The simplest method is to make an "on and off" terrain and give a unit to each player, then create a location over the "on" side. Then, add the condition:

"Current Player brings at least one unit to 'location x'"

Whoever moves their unit out of the location will turn off music only for themselves.


Diagram!

[] [] [] [] [] []
[] [] [] [] [] []

The boxes represent one walkable tile (note that there is a space between the tiles - I'm implying that there should be 'unwalkable' terrain between each set of walkable terrain pairs, so that players cannot block each other when toggling the music) . The orange color is representing the part that should be covered by 'location x'

Basically, from the diagram, if they move their unit down, it will stop the music from looping.

Post has been edited 2 time(s), last time on Dec 8 2007, 5:30 am by Roy.




Dec 8 2007, 5:32 am Falkoner Post #3



Simply make the music trigger separately for each player, then it won't affect the other player's music at all.



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Dec 8 2007, 5:33 am Fawkes Post #4



That's what my friend told me. I tested it and it still affected the other player's music. I used a switch to trigger the .WAV and cleared the switch to make the music stop.



None.

Dec 8 2007, 5:33 am Falkoner Post #5



There is none, it has to finish, that's why you use short wavs.



None.

Dec 8 2007, 5:35 am Roy Post #6

An artist's depiction of an Extended Unit Death

There is no action to stop a wav file. You have to wait for the end of the loop. The only way to instantly stop a .wav dead in its tracks is to turn sound off and back on, and thanks to constant patches by Blizzard, the once possible EUD actions to do this with triggers no longer exists.

Basically, you can't stop the .wav, you have to wait for it to end.

Edit: Did you just completely change your post? I thought you said something about stopping a .wav file instantly...




Dec 8 2007, 5:36 am Fawkes Post #7



I understand that. What I'm saying is that when I moved my unit to the "MUSIC OFF" terrain, I waited for the music to stop for me. When it did, my friend told me that her music had stopped as well. How do I make it so that it only stops the music for me?



None.

Dec 8 2007, 5:37 am Falkoner Post #8



That's because you had the same trigger under both players, you need to make a completely separate trigger for each one, wavs play for Current Player, so you marked one trigger with each player, but now since you use the same switch they all turn off.



None.

Dec 8 2007, 5:38 am Roy Post #9

An artist's depiction of an Extended Unit Death

Make sure the condition(s) is/are for "Current Player" and doesn't include more than one person.

Edit: Alright, Falkoner, you can take this one :P I guess you type faster than me...




Dec 8 2007, 5:50 am Fawkes Post #10



I changed all the triggers to Current Player. Each player has their own trigger to set the music switch, to play the music, and to turn it on/off. It still didn't work.



None.

Dec 8 2007, 5:52 am Falkoner Post #11



Are you using the same switch for every player? If you are, one turning the switch off will turn it off for everyone.



None.

Dec 8 2007, 5:54 am Fawkes Post #12



Thanks man. *Kisses Falkoner's feet. Sorry for being stupid.



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Dec 8 2007, 5:56 am Falkoner Post #13



No problem, that's what map making is all about :P



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Dec 8 2007, 7:12 am Moose Post #14

We live in a society.

Another example of why death counters > switches: they are not universal to All Players.




Dec 8 2007, 7:18 am Falkoner Post #15



True, that makes it very easy to use them, since you can use current player.



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Dec 8 2007, 11:53 am NudeRaider Post #16

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

Starcraft has very limited sounds that can be played the same time. Which means if too many sounds are played the same time you simply won't hear some of them.

That gives me an idea how to stop a .wav instantly. Have never tried it, its just an idea:
You could play a 1s silence.wav 16 times and hope it will override the existing music.wav.




Dec 9 2007, 6:01 am Falkoner Post #17



No, that actually won't work, I remember a topic about it on old SeN, and someone tested it with like 63 silences, and it still didn't stop it.



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Dec 9 2007, 3:02 pm y10k Post #18



What about trying a sound with very low volume instead of "silence".



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Dec 9 2007, 4:19 pm Cheeseman119 Post #19



What if they have Ub3r g00d hearing?
whats wrong with silence?



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Dec 9 2007, 4:36 pm Falkoner Post #20



OR YOU COULD PLAY THE NEGATIVE OF THE WAV YOU ARE PLAYING AND CANCEL THEM OUT!? I mean, seriously guys, there is no way to turn off a sound in SC, it just plays until it is done.

Post has been edited 1 time(s), last time on Dec 9 2007, 4:57 pm by Falkoner.



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