How to play a sound for certain player?

Sayiain

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As in the title of the thread.

How can I play a sound only for one player?
For example "Yes my lord." - peasant talk only to player 1 and "Zug zug!" only for player 2??
From the basics please.
 

Sayiain

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No.
The sound is not made by any unit.
I have a sound file and I play it.
I need it to be played only for certain players, not all. Anyone help!

You can see the problem here at the beggining of each round(user enemy required):http://www.epicwar.com/maps/192472/
This is 100% made by me map. Little imbalanced. Everyone can use it to make his own Hero Arena.
 

Amn

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maybe an invisible unit making your sound ? enemies cant hear that
 

GFreak45

I didnt slap you, i high 5'd your face.
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i was only using that as an example, you dont need to use GetOwningPlayer(SomeUnit)
you can use - [ljass]if GetLocalPlayer() == Player(0/1/2/3/4/whatever player number you want - 1) then[/ljass]
or - [ljass]if GetLocalPlayer() == GetTriggerPlayer() then[/ljass]

IF im correct, GetLocalPlayer() == SomePlayer means whatever is in the if function will only be done for one player, that is why you dont change any real data while doing it, only do display actions/visuals, because it will cause a desync
 
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do you know any kind of jass? this would be done using local player, but im not sure if sounds cause desyncs

ie:
JASS:
if (GetLocalPlayer() == GetOwningPlayer(GetTriggerUnit())) then
    do something
endif


at least i think, i havent gotten too into it

This is what I have in my map:
Trigger:
  • To play an 'error' sound for only Owner of Triggering Unit:
    • Custom script: if ( GetLocalPlayer() == GetOwningPlayer(GetTriggerUnit()) ) then
    • Sound - Play Error <gen>
    • Custom script: endif


I have tested this and it does not desync the game. If Wait for Sound were used with this, it may cause problems though.
 

Amn

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if ( GetLocalPlayer() == GetOwningPlayer(GetTriggerUnit()) ) then
Sound - Play Error <gen>
Custom script: endif
[/wc3]

man what are you trying to do? your condition doesn't stop the PlaySound function from playing for all players
 

GFreak45

I didnt slap you, i high 5'd your face.
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yes that does, GetLocalPlayer condition means that it is going to be run for only that player in the if function
basically the way the system avoids desyncs is by having every player run the same triggers, and every time it runs it for a player that is the local player, but if you add a condition that the local player is a specific one then it does not run the encapsuled actions for the local player, however, this causes risks for desync when used to save any type of data other than visuals, so you save the visuals in a variable, then run it on that variable, instead of setting them to a variable in the GetLocalPlayer function
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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@Amn: Next time, do a search before you nitpick about stuff you don't know.

This link explains GetLocalPlayer().
 

GFreak45

I didnt slap you, i high 5'd your face.
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yes it does, and that causes a desync, thats what cause desyncs, because the game reacts differently when the time is different, however, if the actions you use only change visuals, it does not change anything about how the game reacts...
do you understand yet?

and actually no:

JASS:
function a takes nothing returns nothing
  if GetTriggerPlayer() == Player(1) then
      call SetTimeOfDay( 12 )
  endif
endfunction

-----&gt;

function a takes nothing returns nothing
  if GetLocalPlayer() == Player(1) then //you didnt use GetLocalPlayer in yours
      call SetTimeOfDay( 12 )
  endif
endfunction


[ljass]GetLocalPlayer() != GetTriggerPlayer()[/ljass] GetTriggerPlayer() refers to the player that triggered the effect, GetLocalPlayer() refers to the current player running the trigger (since it runs for each player one after another)
 

luorax

Invasion in Duskwood
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JASS:
if GetLocalPlayer() != Player(0) then
    call SetSoundVolume(gg_snd_MySound1,0)
endif
call StartSound(gg_snd_MySound1)


Run this little code as custom script (after you edit it by following the instructions below).
You can get the real name of the sound by creating a new trigger, adding an action that plays that sound then Edit->Convert to Custom Text. Replace "gg_snd_MySound1" with that variable name.

[ljass]Player(0)[/ljass] is equal to player 1. [ljass]Player(1)[/ljass] is player 2, and so on.
 

Sayiain

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I am not so pro. I don't understand at all. Can someone make simple example mapfile?
 

GFreak45

I didnt slap you, i high 5'd your face.
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just basically write the same thing that luorax wrote, edited using his instructions, with each line being a new custom script, ie:

Trigger:
  • Actions
    • Custom Script: if GetLocalPlayer() != Player(0) then
    • Custom Script: call SetSoundVolume(gg_snd_MySound1, 0)
    • Custom Script: endif
    • Custom Script: call StartSound(gg_snd_MySound1)


where you replace MySound1 with the name of the variable u use for the sound you want to play, and Player(0) should be, Player(number of player you want to have it play for - 1)

EDIT:
Remember, that script is case sensitive
 
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