Author Topic: Can you time songs using events?  (Read 542 times)

I have some some songs that are cut up into 3 different sections, thus I can have whole songs on bl with out loops.
Would there be anyway of making it time itself so when it finishes a son. It would switch to a different?


Well

You could put the bricks (I presume you are using more than one music brick) on a flat basplate (it's not spam :D). Then go to Events>OnPlayerTouch>StartEvent(or something like that)>named brick>Music1

Repeat this with the next few plates, changing the Music brick's name.

Also, to end event, just place an invisible 1x6 or something across the ends of the plate(s) and put Events>OnPlayerTouch>CancelEvents(or something like that)>named brick>music1

Repeat for infinite silence

If you know the length, you could use delays.

If you know the length, you could use delays.
How would this work?
Im stuff with events.

How would this work?
Im stuff with events.
Find the length of song.

Use delays to pinpoint the ends, and if the delay is over 30 sec, use multiple bricks to transfer the delay.

Find the length of song.

Use delays to pinpoint the ends, and if the delay is over 30 sec, use multiple bricks to transfer the delay.
Could you or some one post the events here so I can see them?

Okay, say the song loop is exactly 37 seconds long, and you want to switch it over when done.

Lets place 2 bricks, labeled with numbers.


[1][2]

[1]
0]  Onactivate - self - playmusic - Loop1
30000] Onactivate - namedbrick - firerelay
                                         2

[2]
7000] Onrelay - self - playmusic - Loop2
7000] Onrelay - named brick - playmusic - NONE
                                    1

Try something like this.

The only way I know of doing this would be

(3000) OnActivate > MusicBrick1 > SetMusic > section1
(6000) OnAvtivate > MusicBrick1 > Set Music > section2
Etc.

PS. If the song byte was 10 seconds long, your delay is 10000. (Delays are measured in milliseconds).