Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Footstep WAV issue
Footstep WAV issue
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Apr 6 2014, 1:29 pm
By: Oh_Man  

Apr 6 2014, 1:29 pm Oh_Man Post #1

Find Me On Discord (Brood War UMS Community & Staredit Network)



Quote
Trigger("Player 1"){
Conditions:
Bring("Current Player", "Alexei Stukov (Ghost)", "Valefor Footsteps", Exactly, 0);
Switch("Plains 1-2", not set);
Switch("Plains 3-4", set);
Switch("Plains 5", set);
Switch("Switch20", not set);

Actions:
Move Location("Current Player", "Alexei Stukov (Ghost)", "Anywhere", "Valefor Footsteps");
Play WAV("staredit\\wav\\FS7.wav", 0);
Preserve Trigger();
Comment("FS1");


So I'm having this issue... basically the triggers are really simple: if player character is NOT in location X, move location X onto player and play FOOTSTEP sound.

It works fine, EXCEPT... there is this issue where once you STOP walking (stand still)... there will be a slight delay, and then a single foostep WAV will play. Based on my understanding of the triggers I have NO idea why it does this. -.-

Any insight?

Post has been edited 1 time(s), last time on Apr 6 2014, 2:46 pm by Oh_Man.




Apr 6 2014, 1:34 pm lil-Inferno Post #2

Just here for the pie

If I remember correctly, Starcraft is terrible at playing short wavs. I've experienced this problem before as well, and the solution is to use a longer sound. You can edit the footstep sound to have null noise at the end.




Apr 6 2014, 4:08 pm Oh_Man Post #3

Find Me On Discord (Brood War UMS Community & Staredit Network)

Yaeh man this fixed it, great work.

With things like this once again I question that underneath all the source code starcraft, in fact, runs on magic.

~~~~~~~~~~~~SOLVED~~~~~~~~~~~~




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