I have done some testing with this and unfortunately I could always hear the transition, it seems basically impossible to not have some sound artefact at each break.
Also for decreasing length of WAVs you can use a program, like wavpad sound editor, to change the properties of the sound file.
Select 16 bits and mono. Mono because SC only plays in mono anyway, and 16 bits... for some reason I can't remember, but same deal.
Then you choose the Hz depending on how much you are willing to butcher the quality, I usually go for 11025Hz.
I had this same issue. Did you try looping 2.02 second files(or any other time proportional to the DC waits)? I haven't yet, I tried using regular waits.
I have done some testing with this and unfortunately I could always hear the transition, it seems basically impossible to not have some sound artefact at each break.
You mean the break between each segment of audio? If so, it certainly is possible to transition from one clip to another without any artifacts. Those generally occur when you compress the audio, however if it's left uncompressed then there shouldn't be any issues at all.
It's not a problem with the audio files... even badly compressed audio files will play together perfectly. It's an issue with the sound files overlapping (or delaying), so it's an issue with the wait timing inside the triggers.
Edit: Also, no one answered Tikels
I had a theory awhile back about this. If you mute and then unmute volume (ie ctrl+s) wavs stop playing, so with eud actions or neuds you could force type ctrl+s ... Maybe?
Is this sort of thing possible?
Post has been edited 1 time(s), last time on Dec 27 2012, 6:00 am by Leeroy_Jenkins.
None.

An artist's depiction of an Extended Unit Death
Edit: Also, no one answered Tikels
I had a theory awhile back about this. If you mute and then unmute volume (ie ctrl+s) wavs stop playing, so with eud actions or neuds you could force type ctrl+s ... Maybe?
Is this sort of thing possible?
Force-typing, no, not really. Setting the sound volume to nothing (to turn it off) and then 100% (to turn it back on) is possible, but that won't stop a WAV that is currently playing. After doing a quick memory search, I didn't find anything obvious that kills or controls the volume of WAVs that are already playing.
There might be a way to kill a WAV in the same manner that CTRL+S does using EUDAs, but I don't know it.
In Laconious'
Vile Egression campaign, his missions were very event-based. Each different part of the mission had its own music playing, and when that portion of the mission was over, he displayed a message that said, "Press ESC to continue." Doing so would stop the wav (and the rest of the triggers I guess, as already mentioned), and I assume he used EUDs to figure out when ESC was pressed so that he could initiate the next sequence in the mission. If the player isn't roaming around areas freely, you could so something like that where they can't go to the next area until they press ESC, which would stop the music and allow you to start all the triggers required for the next area.
In Laconious' Vile Egression campaign, his missions were very event-based. Each different part of the mission had its own music playing, and when that portion of the mission was over, he displayed a message that said, "Press ESC to continue." Doing so would stop the wav (and the rest of the triggers I guess, as already mentioned), and I assume he used EUDs to figure out when ESC was pressed so that he could initiate the next sequence in the mission. If the player isn't roaming around areas freely, you could so something like that where they can't go to the next area until they press ESC, which would stop the music and allow you to start all the triggers required for the next area.
How does pressing ESC stop the wav?
None.
I don't know, but they do. TF- said this on page 1:
Sounds also stop when you hit ESC to halt all triggers, could be something there.

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I can confirm when you CTRL S twice it stops the WAV from continuing.
Maybe it is still technically going, but the user hears nothing.
Maybe there is a limit to the amount of WAVs that can be playing simultaneously? If such a limit exists, maybe if you go over the limit it stops all WAVs? Maybe it is possible to do something like that.
Also another issue with death counters is they are effected by lag, which I found out testing my RPG. If there is too much lag my music wouldn't loop properly, there would be a gap of silence proportional to the amount of lag. Same with the drop out box coming up.
Do you mean trigger lag (does that even happen) or do you mean lag between multiple players?
Also, pressing ESC doesnt stop a wav from playing (at least not when I'm doing it).
None.

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Lag between multiple players. Internet lag, battlenet lag, connection lag - whatever you want to call it.
Also another issue with death counters is they are effected by lag, which I found out testing my RPG. If there is too much lag my music wouldn't loop properly, there would be a gap of silence proportional to the amount of lag. Same with the drop out box coming up.
I don't know if this is 100%. From my experiences when theres lag the music gets choppy (everything gets choppy/sluggish during lag) but doesnt cause the death counters to be thrown off for the timing of seamless loops. Although I havent used sound files longer than 18 seconds, if you're theory is correct it shouldnt matter though as I should still get a gap proportionate to the lag.
None.

Find Me On Discord (Brood War UMS Community & Staredit Network)
Fortunately it will only throw death counters off so that there's a gap of silence, not the other way so that music is starting too early.
Also, pressing ESC doesnt stop a wav from playing (at least not when I'm doing it).
No, it doesn't. I have no idea what demon is talking about.
Also another issue with death counters is they are effected by lag, which I found out testing my RPG. If there is too much lag my music wouldn't loop properly, there would be a gap of silence proportional to the amount of lag. Same with the drop out box coming up.
I don't know if this is 100%. From my experiences when theres lag the music gets choppy (everything gets choppy/sluggish during lag) but doesnt cause the death counters to be thrown off for the timing of seamless loops. Although I havent used sound files longer than 18 seconds, if you're theory is correct it shouldnt matter though as I should still get a gap proportionate to the lag.
This is absolutely 100%. Notice if a player starts seriously lagging and the lag box comes up, the music continues to play. The music is unaffected by the lag, the triggers are not.
None.
ESC only works in single-player to stop triggers and sounds.
I have done some testing with this and unfortunately I could always hear the transition, it seems basically impossible to not have some sound artefact at each break.
You mean the break between each segment of audio? If so, it certainly is possible to transition from one clip to another without any artifacts. Those generally occur when you compress the audio, however if it's left uncompressed then there shouldn't be any issues at all.
It's not a problem with the audio files... even badly compressed audio files will play together perfectly. It's an issue with the sound files overlapping (or delaying), so it's an issue with the wait timing inside the triggers.
Well no, he's talking about sound artifacts (ie, noises that shouldn't be there at each transition), not skipping or choppy playing.
In Autocracy RPG, I experienced exactly what he's talking about, when compressing the audio. Otherwise it works perfectly fine.
I have done some testing with this and unfortunately I could always hear the transition, it seems basically impossible to not have some sound artefact at each break.
You mean the break between each segment of audio? If so, it certainly is possible to transition from one clip to another without any artifacts. Those generally occur when you compress the audio, however if it's left uncompressed then there shouldn't be any issues at all.
It's not a problem with the audio files... even badly compressed audio files will play together perfectly. It's an issue with the sound files overlapping (or delaying), so it's an issue with the wait timing inside the triggers.
Well no, he's talking about sound artifacts (ie, noises that shouldn't be there at each transition), not skipping or choppy playing.
In Autocracy RPG, I experienced exactly what he's talking about, when compressing the audio. Otherwise it works perfectly fine.
You can still compress audio with a low file size in a decent sound editor (ableton etc.), and render it as a loop so it will sequence properly.
None.
Maybe there is a limit to the amount of WAVs that can be playing simultaneously? If such a limit exists, maybe if you go over the limit it stops all WAVs? Maybe it is possible to do something like that.
I think that would just stop more WAVs from playing, but it wouldn't hurt to test it.
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Maybe there is a limit to the amount of WAVs that can be playing simultaneously? If such a limit exists, maybe if you go over the limit it stops all WAVs? Maybe it is possible to do something like that.
I think that would just stop more WAVs from playing, but it wouldn't hurt to test it.
I just tested this. Doesn't work. I did find however that constantly playing a wav is a great way to lock up your computer!
None.
Lulz, I forgot ESC is singleplayer only.
Another low-tech solution: use shorter sound loops and have a generic transition sound when music stops and the scene changes, the transition sound should cover up the music suddenly ending.
🤙🏾

Find Me On Discord (Brood War UMS Community & Staredit Network)
Is there a way to cut the music precisely to 2.02 or w/e, because I'm just seperating it using the slider which really is not very precise.
If I could do that and retest I hope I would not get any artifacts then.
Which would be great because right now having large WAV chunks are a major aesthetic annoyance for me I do hope this way will work.

An artist's depiction of an Extended Unit Death
When I did this for Super Mario SC, I just found a program online.
https://duckduckgo.com/?q=split+audio+file+programI don't remember what I used, but any program ought to work well enough.
Audacity can get pretty exact with where you split the music. Just zoom in a bunch of times until you can see the tenths and hundredths of seconds on the wav.