Need a more elegant way of managing music

unpro

New Member
Reaction score
1
Hi, my map is a murder variant map that plays music whenever the killer is near a victim. There's multiple musics to choose from, all with slightly different lengths. I am trying to make it such that the song stops whenever the killer moves out of range. Unfortunately, Sound- Clear the music list doesn't work as described. It apparently does not clear the music in queue, which affects my current implementation. So I was about to put waits and additional variables but it would be pretty messy. Maybe you guys can think of something better than this.

Note: deathtone is referring to a music played when a victim dies, the trigger stops music and plays a creepy music for 15 seconds before setting deathtone back to false.
Trigger:
  • tensioner
    • Events
      • Time - Every 0.25 seconds of game time
    • Conditions
      • deathtone Equal to False
    • Actions
      • Unit Group - Pick every unit in (Units within 500.00 of (Position of killerunit) matching (((Owner of (Matching unit)) Not equal to Killer) and ((Owner of (Matching unit)) Not equal to Neutral Passive))) and do (Actions)
        • Loop - Actions
          • If ((Owner of (Picked unit)) Not equal to Killer) then do (Set songonoff = True) else do (Do nothing)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • songonoff Equal to True
          • testmusic Equal to False
        • Then - Actions
          • Set songonoff = False
          • Trigger - Run playmusic <gen> (ignoring conditions)
          • Set testmusic = True
        • Else - Actions
          • Sound - Stop music After fading
          • Set testmusic = False

Trigger:
  • playmusic
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • chosensong Equal to 1
        • Then - Actions
          • Sound - Play htf <gen>
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • chosensong Equal to 2
            • Then - Actions
              • Sound - Play unmonde <gen>
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • chosensong Equal to 3
                • Then - Actions
                  • Sound - Play jiemao <gen>
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • chosensong Equal to 4
                    • Then - Actions
                      • Sound - Play Killer_is_near_you <gen>
                    • Else - Actions
      • Sound - Clear the music list
      • Wait 14.83 seconds
      • Set testmusic = False


The "Wait 14.83 seconds" is the length of one of the song. If there are no better methods, I'll have to make an array of song lengths.
 

Zwiebelchen

You can change this now in User CP.
Reaction score
60
Use sounds instead of music and play them locally. Music lags upon starting anyways.
 

unpro

New Member
Reaction score
1
I do not understand what you mean by play them locally. On the bright side, playing the same sound when it's already playing doesn't override nor go into a queue! Thanks for that tip!


EDIT: Ok, implemented it. It now looks like this:

Trigger:
  • tensioner
    • Events
      • Time - Every 0.25 seconds of game time
    • Conditions
      • deathtone Equal to False
    • Actions
      • Unit Group - Pick every unit in (Units within 500.00 of (Position of killerunit) matching (((Owner of (Matching unit)) Not equal to Killer) and ((Owner of (Matching unit)) Not equal to Neutral Passive))) and do (Actions)
        • Loop - Actions
          • If ((Owner of (Picked unit)) Not equal to Killer) then do (Set songonoff = True) else do (Do nothing)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • songonoff Equal to True
        • Then - Actions
          • Set songonoff = False
          • Sound - Play chosensong2
        • Else - Actions
          • Sound - Stop chosensong2 After fading


After some testing, there appears to be a strange bug. When entering the aoe, the sound plays normally. However, if the unit leaves the aoe and re-enters BEFORE the sounds fades completely, the sound will stop fading and continue playing at whatever low volume it had faded to. The next repetition of the sound is at normal volume though. Is there a way to resolve that bug?
 

tooltiperror

Super Moderator
Reaction score
231
In the sound editor, go to the sound and uncheck "3D Sound" in the preferences.
 

unpro

New Member
Reaction score
1
None of the sounds are 3D sounds. You might have misunderstood the problem. The problem is when the sound is replayed before it fades completely, the volume level will be at what the previous sound had fade until, which is a pretty low volume.
 

Sneakster

Active Member
Reaction score
24
So the just use another action to set the volume where you want after the music fades out. I usually create custom fadeouts by doing:

Action - Wait .25 Seconds
Set Volume of "Music" to 75%
Wait .25 Seconds
Set Volume of "Music" to 50%
Wait .25 Seconds
Set Volume of "Music" to 25%
Wait .25 Seconds
Set Volume of "Music" to 0%
 
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