- Joined
- Aug 24, 2014
- Messages
- 22
I have a trigger that plays a sound whenever an ability is used. But if 2 units use the ability at the same time the sound will only play once. How can I fix this? Thanks
Why would you dick around with the model file when you can just fix your trigger?
if GetSoundIsPlaying(snd) == false and GetSoundIsLoading(snd) == false then
wrong
In SC2 you could configure all this in the data editor sound catalog. Oh well...
In WC3 With triggers using 3D sounds you can make the sound behaviour better by only playing it if the point is visible for the appropriate player. This means that any sound effects not visible will not eat up limited sound slots or be heard through fog of war. You could further clip based on current screen target point but that would need extra synchronization so is not recommended unless you already use those values.
Optimizing usage gives you more parallel capabilities for the reasons Zwiebelchen explained. Basically the fewer pointless instances of a sound playing the more meaningful instances of the sound playing you can get.This thread is about playing simultaneous sound instances, not about optimizing sound handle usage.
Optimizing usage gives you more parallel capabilities.
Yes it is?This thread isn't about that.
Sound playback parallelization is clearly what he was asking about. Optimizing sound playback occurrence can allow the sound to appear more parallel capable.But if 2 units use the ability at the same time the sound will only play once. How can I fix this?
People only care about meaningful sound playback (I see it so I should hear it) and ultimately not what the technical limitations of the game are. Optimizing within those technical limitations can give the appearance that the game can do more than it actually can.Basically the fewer pointless instances of a sound playing the more meaningful instances of the sound playing you can get.
Optimizing sound playback occurrence can allow the sound to appear more parallel capable.