Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [Solved] sound repeats
[Solved] sound repeats
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Oct 8 2010, 4:51 am
By: DrZygote214  

Oct 8 2010, 4:51 am DrZygote214 Post #1



Usually the last sound played within a few seconds repeats an extra time and I don't know why. I checked out the FAQ topic, and it gave this link: http://www.staredit.net/wiki/Wav_Files but its broken.

This may be a bug in SC, because when i test play the sounds in the normal staredit program, many times it repeats there as well. Any thoughts?



None.

Oct 8 2010, 4:56 am FoxWolf1 Post #2



It's probably your triggers or the particular sound(s), not Starcraft...I've never heard about a general SC problem like what you are describing. On your other thread, we gave you some options for how to trigger a sound system; which of them are you using?

P.S. Things from the old wiki can be found here, albeit in a very disorganized form.

Post has been edited 4 time(s), last time on Oct 8 2010, 5:16 am by FoxWolf1.



None.

Oct 8 2010, 5:00 am DrZygote214 Post #3



Thanks for all that help btw. I'm using gas as a counter, basically like this:

each player has:
{
if blah blah
do blah blah plus set gas to x for all of force 1
}

force 1 has:
{
if current player has gas = x
play sound x and set gas = 0 for current player
}

The sounds work now, as in every one can hear them, but the last one repeats. If I'm not mistaken, it's only for P1 (or the first-most player) that hears the repeat, but I might be mistaken on that.



None.

Oct 8 2010, 5:01 am Vrael Post #4



Quote
This may be a bug in SC, because when i test play the sounds in the normal staredit program, many times it repeats there as well.
That doesnt sound good. Try experimenting with different .wav files and see if it keeps happening.

Also make sure the files are the correct ones, play them in windows media player/itunes/w/e audio player just to double check.



None.

Oct 8 2010, 5:09 am DrZygote214 Post #5



I played them in WMP, and they always stopped. And when testing in StarEdit, its any sound that can repeat. But in the map, it's always just the last sound played (there are 2 sounds one after the other, and its the last one that repeats after a second).

Also, I used Audacity to edit these sounds, and its kinda a buggy program, so i thought maybe that's it. But i played them in a normal sound player and they work. Do you think maybe it's because it's a stereo sound instead of mono?



None.

Oct 8 2010, 5:46 am FoxWolf1 Post #6



What is the rate (hz) of your sounds? I was able to recreate the double-playing-in-Staredit issue that you describe by editing a sound to have a very high rate (96000 hz). The same sound exported from Audacity as a wav with a more sensible rate (both for the track, under "set sample format", and for the project rate as a whole) does not exhibit the problem.

If your sound does have a very high rate, try turning it way down in Audacity (the lower you can go the better, since you'll also save file-size this way...see if you can get it into 4 digits) and then see if the problem goes away. Note that you will have to change the speed of your sound to keep the same pitch when changing the rate.



None.

Oct 8 2010, 12:09 pm NudeRaider Post #7

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Use 22kHz, mono, 16 Bit.
You can use 11kHz or 8kHz if you don't care about sound quality.




Oct 8 2010, 7:24 pm DrZygote214 Post #8



The Hz of my sounds is 44kh and 32-floating bit, w/e that means. I was just trying to change that to 22kh and 16bit, and I know how to in audacity. You also have to do Change Speed to get the pitch and speed back to where it was.

But Audacity is killing me now. When I export it to a wave with those new rates, it always adds five seconds of silence, no matter what. Also, when I open it again, it always reverts to 44kh and 32-bit. So if i delete the 5 seconds of silence and save, it will be back to those high values, and if i change them again and save, it will add 5 seconds... I just checked for the latest ver of Audacity and it is still 1.2.6

But I recently noticed, it's only the sounds less than 1 second long that repeat. There is one that's 1.6 seconds, that I can't get to repeat in the StarEdit test player at all, and a 6.66 second one that never repeats at all. There is also a 1.00 second sound that repeats a tiny protion of itself at the end... I suppose I could forget about rates and just add enough silence to the end of each wav file, and try that.

But seriously, no one's ever heard of this SC sound glitch before?

Post has been edited 1 time(s), last time on Oct 8 2010, 7:57 pm by DrZygote214.



None.

Oct 8 2010, 7:40 pm FoxWolf1 Post #9



I've had Audacity create weird silences as well. Use Export Selection as WAV (after selecting your sound's waveform, excluding any unnecessary silences, of course) instead of just Export as WAV.



None.

Oct 8 2010, 11:48 pm rockz Post #10

ᴄʜᴇᴇsᴇ ɪᴛ!

use the beta 1.3 version. Change the hz in the bottom left corner, under project rate. change it to 16 bit on the track or in the options. You shouldn't have to change speed or tempo. Make sure you're using the file you saved. Go ahead and open the map in winmpq and delete the sounds, then add them again.

you're using a buggy old game, so you gotta work hard sometimes when stuff doesn't work right.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Oct 9 2010, 1:32 am Vrael Post #11



Quote
But I recently noticed, it's only the sounds less than 1 second long that repeat
Its a bit of a workaround, but you could add silence to the end of the file. You can play more than one .wav file at a time, so if you play a 2nd during the silence of the first it wont be distinguishable from the 1st ending and the 2nd playing.

Also, what triggers are you using to play these sounds? It seems unlikely based on what you describe, but its still possible that it could be a sound trigger playing when you don't want it to.



None.

Oct 9 2010, 8:38 am DrZygote214 Post #12



Yeah, what I did was add a second or two to each sound, and then test-played them in Star Edit. They never repeated there, and so far I haven't heard them repeat in-game.

My triggers are like this. First there is the original trigger, like for when a person moves to a location, which is supposed to generate a sound. Those are all player specific. But they each have an action like set gas = x for force 1.

Then in force 1, I have:

if current player's gas = x
play sound_x
set gas = 0 for current player.

It's the same way for text messages too (and I've never seen those repeat). This makes me think of a good test. Everywhere a sound is played, a debug txt msg should be shown too, something like "sound x is playing". If it's really the triggers, that msg should show up twice too. I might try that just for the hell of it, to get to the bottom of this problem. But idk, the repeat glitch seems solved...

Thanx all for all the help. Any more advice or insight is welcome.



None.

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[02:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[06:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[06:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[06:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
[2026-7-14. : 11:43 pm]
Ultraviolet -- let's take each other's clothes off :teach:
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