Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Inverted Wav.
Inverted Wav.
May 26 2009, 11:36 am
By: Vi3t-X  

May 26 2009, 11:36 am Vi3t-X Post #1



I was bored, and the retarded idea struck me. Are inverted wav. files possible?

For example, if you take the nuclear launch sound and then play an inverted wav. file; would it cancel out the sound?



None.

May 26 2009, 12:20 pm Heinermann Post #2

SDE, BWAPI owner, hacker.

Try it. ;o




May 26 2009, 2:06 pm Falkoner Post #3



Hmm, noise cancellation :P I doubt it'd be perfect, but theoretically it should work :P



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May 26 2009, 6:37 pm Vi3t-X Post #4



I just thought it would be a interesting topic. Because theoretically, it should in fact work.
And it wont cost you much map size anyways. Get rid of the unit alerts and stuffs. :P



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May 26 2009, 7:16 pm ClansAreForGays Post #5



There's an old topic somewhere a few pages back that was concerned with this. Nothing useful came of it and it was agreed that it was more trouble than it was worth.




May 26 2009, 10:14 pm samsizzle Post #6



what about like a null wav file?



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May 26 2009, 10:20 pm Falkoner Post #7



Quote
what about like a null wav file?

Won't do anything, we're trying to find a way to turn off a sound, although, I don't see how it would really help either, since you'd have to play the inverted one at the same time as the other one in order for it to work, you might as well not play the sound at all. I honestly don't see a use for this, come to think about it.



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May 26 2009, 10:39 pm Pyro682 Post #8



Well, You could have an Always Condition trigger with preserve on it (Hyper Triggers needed) And just keep playing the negative.
That would always make sure that a "Nuclear Explosion" Sound wouldn't play.
Would the Inverted wav make sound?



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May 26 2009, 10:45 pm samsizzle Post #9



can someone explain in full detail exactly what this means? like wouldnt an inverted wav just play the sound backwards?



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May 26 2009, 10:52 pm Falkoner Post #10



Agh...

Have you ever seen noise cancellation head phones? If you haven't, basically, you put them on, and it's MEGA quiet, like, even quieter than just covering your ears would be, because what is actually happening is a microphone is listening to sound outside, and replaying an inverted, or negative of the same sound into your ear, and they actually cancel eachother out, creating absolutely no noise if done correctly.

Well, this is the same basic idea.



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May 26 2009, 10:54 pm samsizzle Post #11



OH! I think i get what you mean. Like if you take a picture, and put a complete negative of the picture on top of it, there will be no picture? that type of thing? except with sound? I understand now.



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May 26 2009, 11:53 pm Vi3t-X Post #12



If you take a picture and place it's negative over it, you get black.
If you take a sound and place it's negative over it, you hear nothing.



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May 27 2009, 12:55 am samsizzle Post #13



Quote from Vi3t-X
If you take a picture and place it's negative over it, you get black.
If you take a sound and place it's negative over it, you hear nothing.
Exactly what i was talking about.



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May 27 2009, 12:19 pm Heinermann Post #14

SDE, BWAPI owner, hacker.

You could play parts of a campaign or unit WAVs and cancel the rest, though importing a custom WAV would be far better and require less space, since inverted sounds require the same amount of space as their counterparts.




May 28 2009, 1:23 am Vi3t-X Post #15



But what if you just want it to be silent?



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May 28 2009, 5:04 am Vrael Post #16



Does this really have any feasibility in mapmaking? If you wanted to turn a sound "off" halfway through (or some other arbitrary time), you would need to have the negative of that sound at that time, so your negative would have to be cut up into tiny little chunks, and you'd need to know exactly how far into the sound you want to turn off you are, then you'd need to play the rest in perfect sequence, couple that with triggers only cycling 11.48 times per second, and you'll have one messy negative, that might not even cancel your sound because it's off a fraction of a second. If you're going to play them at the same time, you might as well not play the first one in the first place, or if you want the first few seconds of a sound quiet then the rest loud, just use audacity to chop off that first section or something. It's a cool idea... Falk mentioned this too
Quote from Falkoner
I don't see how it would really help either, since you'd have to play the inverted one at the same time as the other one in order for it to work, you might as well not play the sound at all. I honestly don't see a use for this, come to think about it.




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May 28 2009, 5:43 am Madroc Post #17



Well, one use would be to detect when, say, a corsair is created (by corsair loss detection I guess (kind of like mineral loss except for corsairs and gain instead of loss)) and then play the inverted sound file to make it so that you don't hear the "it's a good day to die."

Not extremely useful but might make your map slightly more professional in some cases.




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May 28 2009, 7:36 am Kaias Post #18



Or say you want to make an explosion or effect with a unit death, you could make it silent. Because a trigger provokes the sound you would know just when to do it. I could actually see this being useful.



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May 28 2009, 4:00 pm Falkoner Post #19



Quote
Or say you want to make an explosion or effect with a unit death, you could make it silent. Because a trigger provokes the sound you would know just when to do it. I could actually see this being useful.

Sounds like a way around the Mute Unit Speech action, not to mention it has to be played with almost perfect timing, even a few milliseconds off would make it not work..



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May 28 2009, 4:15 pm Kaias Post #20



Quote from Falkoner
Quote
Or say you want to make an explosion or effect with a unit death, you could make it silent. Because a trigger provokes the sound you would know just when to do it. I could actually see this being useful.

Sounds like a way around the Mute Unit Speech action, not to mention it has to be played with almost perfect timing, even a few milliseconds off would make it not work..
Mute Unit Speech eliminates speech and turns down the volume a bit on in game sounds, it doesn't eliminate it, and if you don't want Unit Speech muted but still want to silence the sound you'd be able to. For trigger prompted events like the unit dying, the timing would be the same every time- you'd only have to find those exact milliseconds once which, if you really want it, isn't a bad deal.



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