Jass, Play Sound For 1 Player

Doctor-Peppe

New Member
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0
Hi, i have found an old code on wc3sear.ch that allows you to play sound only for one player

--------------
function PlaySoundForPlayer takes player whichPlayer, sound whichSound returns nothing
if ( whichPlayer == GetLocalPlayer() ) then
call PlaySoundBJ( whichSound )
endif
endfunction
---------------

I would like to use it, but realy have no knowledge of JASS what so ever

the code should be changed. What it should do is:

Time every ... sec of the gametime
Take Integer A from 1 to 10 ((there are 10 players))
If udg_PlayerForce [array = integer A ] - equels to 1
Play udg_RandomSound [array = random integer from 1 to .... ] for player (integer A)

Plz help

PlayerForce is just an integer variable with 10 arrays
RandomSound is a sound variable with XX arrays
 

Andrewgosu

The Silent Pandaren Helper
Reaction score
716
You must use custom script to do that.

"call PlaySoundForPlayer(Player(bj_forLoopAIndex - 1), udg_RandomSound[GetRandomInt(0, 5)])"

This plays a random sound from the sound array for the "Player(integer A)".

Change the number 5 to reflect the numbers in your sound array.
 

Doctor-Peppe

New Member
Reaction score
0
Ok, ive went through some tutorials and created this trigger, the problem is that every time integer PlayerSide becomes 1, the game crushes....

Ive Made 2 triggers

1st
Code:
Setting Randome Sound
    Events
        Time - Every 5.00 seconds of game time
    Conditions
    Actions
        For each (Integer A) from 1 to 10, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        PlayersSide[(Integer A)] Equal to 1
                    Then - Actions
                        Set SoundVariable = (Integer A)
                        Trigger - Run Setting Randome Sound <gen> (checking conditions)
                    Else - Actions

The Second Trigger IS

Code:
function Trig_PlaySoundForPlayerCopy_Actions takes player whichPlayer, sound whichSound returns nothing
    if ( whichPlayer == ConvertedPlayer(udg_SoundVariable) ) then
        call PlaySoundBJ( udg_RandomSound[GetRandomInt(1, 3)] )
    endif
endfunction

//===========================================================================
function InitTrig_PlaySoundForPlayerCopy takes nothing returns nothing
    set gg_trg_PlaySoundForPlayerCopy = CreateTrigger(  )
    call TriggerAddAction( gg_trg_PlaySoundForPlayerCopy, function Trig_PlaySoundForPlayerCopy_Actions )
endfunction
 
S

Sunny_D

Guest
Code:
[COLOR="Red"]Setting Randome Sound[/COLOR]
    Events
        Time - Every 5.00 seconds of game time
    Conditions
    Actions
        For each (Integer A) from 1 to 10, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        PlayersSide[(Integer A)] Equal to 1
                    Then - Actions
                        Set SoundVariable = (Integer A)
                        Trigger - Run [B][COLOR="Red"]Setting Randome Sound <gen>[/COLOR][/B] (checking conditions)
                    Else - Actions

just remove this run-trigger action as your trigger is already periodic. run the 2nd one instead =p (guess thats what its supposed to do ^^)
 
S

Sunny_D

Guest
if you run the trigger via run-action it doesnt matter if you have an event or not...
 

Doctor-Peppe

New Member
Reaction score
0
Yes, but you are saying that i have to remove action: Run Trigger. How is it going to start?
Those are 2 different triggers. One is in GUI and it sets integer "SoundVariable" that is equel to the players number
and the second one is in jass, and it plays music to player[SoundVariable]
 
S

Sunny_D

Guest
sry, if i didnt expressed clearly. i meant to change the "Run Setting Randome Sound" to "Run PlaySoundForPlayerCopy" (remove was related to the part where you called the running trigger to run again) :)
 

Doctor-Peppe

New Member
Reaction score
0
:) HAHAHAH LOOOOOOL
i just ran a wrong trigger. So it kept running 1 same trigger all over. Thats why the game crushed. How stupid am i... :banghead: :nuts:
TNX A LOT Sunny , OMG

--------------------------

Ok, ive tested the fix, and the game crushed again. This time some other bug saying: Memory could not be red
 
S

Sunny_D

Guest
you made a trigger action function that takes values.

anyway, im no desync expert but if you go with this solution, it should work properly:

Code:
Setting Randome Sound
    Events
        Time - Every 5.00 seconds of game time
    Conditions
    Actions
        For each (Integer A) from 1 to 10, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        PlayersSide[(Integer A)] Equal to 1
                    Then - Actions
                        Set MyPlayer = Player[Integer A] //This is a player variable
                        Custom script: if (GetLocalPlayer() == udg_MyPlayer) then
                        Sound - Play YourSound <gen> ...
                        Custom script: endif
                    Else - Actions

can anyone more used to this theme confirm this?
 

0zaru

Learning vJASS ;)
Reaction score
60
Or simple do this.. Add the :
Code:
function PlaySoundForPlayer takes player whichPlayer, sound whichSound returns nothing
if ( whichPlayer == GetLocalPlayer() ) then
call PlaySoundBJ( whichSound )
endif
endfunction
to the map header
And then Do in the part that you want to play the sound
Code:
Custom Script: call PlaySoundForPlayer(ConvertedPlayer(GetForLoopIndexA()),udg_RandomSound[GetRandomInt(0, 5)])
That may work

If that not work use the one that Sunny_D Posted
 
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