Destroy Sound

SwedishChef

New Member
Reaction score
32
I saw in one thread that playing a sound would cause a leak (Check Here) and in the map I have I play a sound every new round so I decided to fix it. Now the problem is that the sound isn't played at all. In the action chooser it says "Sound - Destroy Sound If the sound is already playing, it will be destroyed upon finishing". So why ain't it? Check my trigger and see if you find anything strange or know how to fix it. The dstroy action is at the top of the trigger and nothing of interest for this threads happens after.

Trigger:
  • Round Spawn
    • Events
    • Conditions
    • Actions
      • Sound - Play Sound[Round]
      • Sound - Destroy (Last played sound)
      • For each (Integer IntegerA) from 1 to IntCreeps, do (Actions)
        • Loop - Actions
          • For each (Integer IntegerB) from 1 to 12, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Player(IntegerB)) is in All_Players) Equal to True
                • Then - Actions
                  • Set MyLocation = (Center of Spawn_Beginn[IntegerB])
                  • Unit - Create 1 SpawnUnit[Round] for Neutral Hostile at MyLocation facing Default building facing degrees
                  • Custom script: call RemoveLocation(udg_MyLocation)
                  • If ((Hero[IntegerB] is dead) Equal to True) then do (Unit - Set (Last created unit) movement speed to 400.00) else do (Do nothing)
                  • If ((Hero[IntegerB] is dead) Equal to True) then do (Unit - Add Ghost (Visible) to (Last created unit)) else do (Do nothing)
                  • Set MyLocation = (Center of Spawn_End[IntegerB])
                  • Unit - Order (Last created unit) to Attack-Move To MyLocation
                  • Custom script: call RemoveLocation(udg_MyLocation)
                • Else - Actions
          • Wait 3.00 seconds
      • Wait until ((Number of living SpawnUnit[Round] units owned by Neutral Hostile) Equal to 0), checking every 1.00 seconds
      • Wait 2.00 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Round Equal to 4
                  • Round Equal to 9
                  • Round Equal to 14
                  • Round Equal to 19
                  • Round Equal to 24
                  • Round Equal to 29
                  • Round Equal to 34
                  • Round Equal to 39
                  • Round Equal to 44
                  • Round Greater than or equal to 49
              • Continue Equal to True
        • Then - Actions
          • If (Round Greater than or equal to 49) then do (Trigger - Run Single Win <gen> (checking conditions)) else do (Set Round = (Round + 1))
        • Else - Actions
      • Trigger - Run New Round <gen> (checking conditions)

For some reason the spoiler ain't working
 

HeX.16

Isn't Trollin You Right Now
Reaction score
131
I would make another trigger to play the sound with the same Events and Conditions so it wont interfer.
Trigger:
  • Sound - Play Sound[Round]
    • Set Sound[1] - (Last Played sound)
    • Wait - 55 seconds
    • Sound - Destroy (Sound[1])

Free hand and i see you use lots of waits so i threw one in.
 

SwedishChef

New Member
Reaction score
32
Trigger:
  • Sound - Play Sound[Round]
    • Set Sound[1] - (Last Played sound)
    • Wait - 55 seconds
    • Sound - Destroy (Sound[1])

Yeah that is a obvious fix but it would delay the spell. I really just want an answer on why it dosn't work and which is the best way to fix it.
 
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