So, I had a crazy idea a while back of creating a song with the sounds in the sc2 database with the help of the data editor to change pitches and the trigger editor to set up the song. The problem is that I'm not very competent with the trigger editor and saw no other solution than creating a function for each major part of the song. Inside the functions I use "wait" between the sounds, but when playing the song it seems like it isn't very accurate on the timers. I need flawless accuracy and high priority on the triggers if the song shall stay in beat. Is there something I can do to achieve this accuracy?
Make sure the game setting is on normal, or use wait with realtime value. (Sounds is always played at realtime with any given game speed). Make use of sounds variable to catch when a sound start, when a sound end, or when a sound is 2 second from finising etc ... I'm not sure there a pitch and such in trigger, but you can certainly make a new sound link in the data editor link to the asset with a different pitch, volume etc..
Appreciate your response! I have another question however..
I know there is a way to cut "xx" seconds in the beginning of a sound file, but is there a quick and easy way to cut away all sound from the file after i.e 2 seconds?
Run your sounds, save it to a variable (last played sound), then have a wait function that wait until that sound is 2 seconds from the start (this wait can be on your thread or another thread) and then stop that sound immediately (no fading)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So, I had a crazy idea a while back of creating a song with the sounds in the sc2 database with the help of the data editor to change pitches and the trigger editor to set up the song. The problem is that I'm not very competent with the trigger editor and saw no other solution than creating a function for each major part of the song. Inside the functions I use "wait" between the sounds, but when playing the song it seems like it isn't very accurate on the timers. I need flawless accuracy and high priority on the triggers if the song shall stay in beat. Is there something I can do to achieve this accuracy?
@Orbiter1987: Go
Make sure the game setting is on normal, or use wait with realtime value. (Sounds is always played at realtime with any given game speed). Make use of sounds variable to catch when a sound start, when a sound end, or when a sound is 2 second from finising etc ... I'm not sure there a pitch and such in trigger, but you can certainly make a new sound link in the data editor link to the asset with a different pitch, volume etc..
Hope to hear some awesome creation from you.
Appreciate your response! I have another question however..
I know there is a way to cut "xx" seconds in the beginning of a sound file, but is there a quick and easy way to cut away all sound from the file after i.e 2 seconds?
In order after your first trigger 1.Wait (however many seconds/milliseconds until you'd like it to stop) 2.Stop all sounds(or soundtracks)
@Orbiter1987: Go
Run your sounds, save it to a variable (last played sound), then have a wait function that wait until that sound is 2 seconds from the start (this wait can be on your thread or another thread) and then stop that sound immediately (no fading)