SCMDraft's .wav import tool is primitive at best, and StarEdit won't open many maps without changing shit around (team colour, unit/doodad placements, etc.). I need an efficient method of mass importing 100+ wavs at a time without compromising by using either of these two programmes (unless some older version of SCMDraft has this feature? but I doubt that is the case).
I was told to check out StarForge but haven't had any luck making it work so I don't know if that's a viable alternative. Is there a third-party tool for this?

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 could create a new map in Staredit, import all the wavs, then import all the rest of your map via
SC Map Importer / Exporter.
A windows XP VM might prove useful to get Starforge to work.
Not sure how far
ChkDraft is in terms of adding wavs.
Post has been edited 1 time(s), last time on Oct 30 2015, 4:55 pm by NudeRaider.
Not sure how far
ChkDraft is in terms of adding wavs.
Not yet implemented, though I'll make a note to have multi-select and import from MPQs.
TheNitesWhoSay - Clan Aura -
githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.
I'll try the map importer. No dice with starforge even with WinXP.
Thanks ajf

PyMS and ProTRG developer
Why not just add them with an MPQ editor?

PyMS and ProTRG developer
You sure about that? You should be able to add the wav's to the mpq and then in SCMDraft just add a string for each wav (which is the path of the wav in the mpq) and reference that string in your triggers. That should work, though the editors may not list the wav's in the normal way.
Messing with strings crashes SCMdraft for me most times but the bigger issue is that I don't use trigedit, I use the GUI.