The Tournament Director Forums
Main => Templates, Layouts and Sounds => Topic started by: Stuart Murray on June 06, 2009, 08:02:34 PM
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Hi there was wandering if it is possible to attach a different sound file to each blind level? I have sound files for each blind level increase (ie verbally anoucing the new blind level) but dont know how or if I can attach these to the TD software?
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http://thetournamentdirector.net/forums/index.php?topic=1119.0
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hi guys im new to this program and i want to ad sound at the end of each round how can i do that.i'm not good with this stuff.
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Create a new event (from scratch). Select the trigger "A level ends". Set the Conditions to:
roundNum = 1
This will make the event fire at the end of round 1. Add an action that plays your audio file.
Repeat for each round, changing "1" to the round number and adding a different audio file action.
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If you want a play a sound (the same sound) at the end of every round, it's easy. First thing to do is make sure you have added the sound (press the New Sound button, give the sound a name, and locate the actual audio file):
- Press the New Event button
- Select "Choose a pre-defined event", then select "Level end" from the list of pre-defined events; press OK
- The New Event dialog opens. In the Actions section, you will see one action already defined ("Play sound: final"). Edit that action by double-clicking it
- In the "Play sound" selection, select your sound. Press OK. Press OK
- You will get a warning that says you have not selected any conditions. Press Yes
If you want to play a different sound at the end of each round, there are 2 ways to go about this. One is much simpler, while the other is a little more foolproof.
First (simpler) method:
- Follow the instructions above, but don't press the final OK button to close the dialog yet
- Add a new action for each sound. Add them in the correct order (the sound you want to play at the end of the first round should be first in the list, the sound you want to play at the end of the second round should be second, etc)
- Press the Action Settings button
- In the Sounds section, select "Play the next sound in order"
- Press OK, press OK
The only drawback to this method is that if for any reason you have to manually move ahead or back in the rounds schedule, they won't be sync'ed properly to the corresponding rounds anymore. To fix this, you'd need to edit the event and uncheck (or check) the "Performed" box next to the appropriate actions. For example, if it is currently round 5 and you edit the event, the "Performed" checkbox should be checked for actions 1 through 4, because the event has fired 4 times so far (at the end of levels 1, 2, 3, and 4). So it will perform action 5 next time the event is triggered. If you skip ahead to round 6, you'll need to check the box next to the 5th action, so when the event is triggered at the end of round 6, it performs the 6th action (plays the 6th sound). Likewise, if you go back to round 4, you'll want to uncheck the box next to the 4th action.
Second method:
- Follow the first set of instructions above, but don't press the final OK button to close the dialog yet
- In the Conditions section, enter:
roundNum = 1
- Press OK
- Repeat steps again. When you add your action, set the action to play the sound for the end of your 2nd round
- In the Conditions section, enter:
roundNum = 2
- Press OK
- Repeat steps again. When you add your action, set the action to play the sound for the end of your 3rd round
- In the Conditions section, enter:
roundNum = 3
- Press OK
- Continue for the rest of your rounds
The benefit to this method is that skipping around in the rounds schedule won't have any effect. The events will be properly triggered at the end of their corresponding rounds. The drawback is that it's a pain to setup. But once you've set it up, save it as a template and you're done.
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Sorry to open an old topic but really need help with this one!!
i have followed the instructions above but i cannot get 2 sounds to play in order at the end of the round
the actions show and are in order but it will not play both sounds one after the other
any help??
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Pauljay go to events tab click new event click choose a pre-defined event click level end warning set time,
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Thats a little brief in explaning
i have tried to add two event to the level end with actions being 2 sound files one after the other like corey suggests
i have also tried editing the level end warning and level end telling it to play seperate sounds
but it loops the sound because of the formulae in the time countdown
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have u tried making 2 events 1 with 1 sound then 1 with the other sound, i dont use the count down so that new to me
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paul
I am not sure what you are trying to achieve perhaps we could ask for some clarification
For example, the banjo sounds at 5secs before level end and when the new level commences the TD plays the new blind level on my software.
Is this along the lines of what you are trying to achieve?
I can certainly e-mail you the events files I have and you can copy them to match your needs if that helps?
stuart@murray05.orangehome.co.uk
Regards
Stuart
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thnx Stu
think i got it sussed now....end of round gives "the blinds are up" sound and new round gives the values sound
there is a slight pause inbetween them but its going in the right direction
any other help on this would be appreciated
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You can add multiple actions to an Event, but multiple actions of the same TYPE will not all be carried out. In other words, you can add an action that plays a sound, one that displays a message, and one that pauses the clock. When the event is triggered, all of those actions will happen at once. But, if you have two actions that play a sound, or two actions that display a message, only one of each of those types will be carried out. That is, only one sound will play and only one message will be displayed.
The point of adding more than one sound is to have the TD pick a different sound each time the event is triggered. You can have the TD simply play the next sound "in rotation", or pick one at random. These are options in the Action Settings of the event.
If you want to have the TD play one sound followed immediately by another, you'll need to create a single audio file out of both of those sounds. You can use something like Audacity to do this: http://audacity.sourceforge.net
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Nice one Corey...knew you would come back with a rel;evant explanation as to why i was racking my brains...lol
every other page is so full of options maybe in the future TD event could be managed with single clicks to set end round and start round sounds!!
for instance.....i know how many rounds i have over 3 hours...i know what tgeh blinds are......and i click the "add sound" to "round start" button and vwalla(vwalla spelt completlty wroing as i'm drunk now after 5 hours of poker and winning the league game and 30 bucks casholoa...wooop woooop
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I agree. I have an item on the to-do list to make event creation more like a wizard control. I will get to it one of these days.
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So, how do I prevent event triggering at beginning of break which is supposed to be for start of round following break? Oh, it also triggers again following the break?
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Well, hello search function! I think I answered my own question. Any inside tips will still be appreciated.
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Trigger: A level starts
conditions:
isRound and roundNum = 2 = New round starting (with roundnumber)
not isRound = Break starts
Stuart
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Trigger: A level starts
conditions:
isRound and roundNum = 2 = New round starting (with roundnumber)
not isRound = Break starts
Stuart
Got it! And thanks, Mr. Stu.
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I think I know what you are trying to do. Here are the formulas I created to play 2 different sounds back to back. The first is an announcement "The blinds have just gone up. They are". The second is an announcement "50 and 100". This is what is played at the start of level 2 (my level 2 lasts 30 minutes or 900 seconds and the blinds are 50 and 100). I created 2 events, one called "Round Start 2" and the other called "Level 2 Blinds".
Round Start 2:
isround && (state=2) && (secondsleft=899) && (roundnum=2)
Level 2 Blinds:
isround && (state=2) && (secondsleft=895) && (roundnum=2)
You can copy and paste these formulas, changing the "secondsleft=899" and "roundnum=2" as needed.
Note that seconds left for "Round Start 2" is one second less than the total seconds in the level and seconds left for "Level 2 Blinds" is 5 seconds less than the total seconds in the level.
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yeh, not bad,
My problem is as soon as I pump in a different structure or move the break because Hospitality is ready for dinner too late/soon etc that means I have to go into the events and change the round numbers for what to play and when, which is fine for me because I now have a deep understanding of the software, but it takes me away from the tables.
I would really like to see one event where TD correlates the blinds to a speficic soundfile and then correlates to a speficic ante level so for example the new level starts at 400/800 a100 it then targets four specific soundfiles:
1. The Blind Are Now
2 400 and 800
3 The running ante is now
4 100
or for example a break starts so it would target the "the tournament is now on a break....."
It would also be nice to target what is happening next so for example 2 minutes left of the round it searches for what's next - i.e. break or new level and then announces 1 of 2 files:
"The blinds will increase in 2 minutes" or
"There will be a tournament break, commencing in two minutes"
Now that would be awesome!
Stuart
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This is almost possible with 2.6. I would need to add just a couple of new variables to the conditions to make it doable. Specifically, a variable like "nextIsRound" to determine if the next level is a round or break, and a variable like "elapsedSeconds" so an event can be triggered at X number of seconds after a left starts. Part of the overhaul in 2.6 was to make it easier and more consistent to add new variables, so this should actually be pretty easy.
With those, I would think you could create an event that triggers at the start of a round that plays the "The blinds are now" audio file. Then, create an event for each blind level that plays the blind amounts at, say, 3 seconds into the level (however long the "The blinds are now" audio file takes to play), with conditions like "isRound and (smallblind = 400) and (elapsedSeconds = 3)". Then create another event that triggers, say 10 seconds into the round that plays "The running ante is now". And finally, create events for each ante level, to play at say 13 seconds into a round, with conditions like "isRound and (ante= 100) and (elapsedSeconds = 13)".
Yeah, it's a little hacked together. The alternative is to combine the individual audio files into a single audio file. So, a single audio file might be "The blinds are now 400 and 800. The running ante is now 100". And then it would need only a single event with conditions like "isRound and (smallblind = 400) and (ante = 100)". I would recommend this, as it (a) doesn't need the "elapsedSeconds" variable, and (b) wouldn't have a high probability of sounding as robotic as several audio files played back to back.
The "The blinds will increase in 2 minutes" or "There will be a tournament break, commencing in two minutes" announcements would still need the "nextRoundIs" variable.
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This is almost possible with 2.6. I would need to add just a couple of new variables to the conditions to make it doable. Specifically, a variable like "nextIsRound" to determine if the next level is a round or break, and a variable like "elapsedSeconds" so an event can be triggered at X number of seconds after a left starts. Part of the overhaul in 2.6 was to make it easier and more consistent to add new variables, so this should actually be pretty easy.
With those, I would think you could create an event that triggers at the start of a round that plays the "The blinds are now" audio file. Then, create an event for each blind level that plays the blind amounts at, say, 3 seconds into the level (however long the "The blinds are now" audio file takes to play), with conditions like "isRound and (smallblind = 400) and (elapsedSeconds = 3)". Then create another event that triggers, say 10 seconds into the round that plays "The running ante is now". And finally, create events for each ante level, to play at say 13 seconds into a round, with conditions like "isRound and (ante= 100) and (elapsedSeconds = 13)".
Finally sat and worked out this, and that is exactly what I would want, it would make things so easy as rather as programming levels and what the level is it would be programming blind events.
The soundfiles I have are blinds or antes:
The blinds are now.....
the running ante is now....
so if I could have elapsedSeconds, smallBlind and ante tokens my problems would be solved. The reason I think it would be better to retain antes and blinds as separate events would be that obviously structures are all different and antes are different, so if they were treated as separate entities that would be fantastic, as to merge the soundfiles together would be problematic for structure changes.
I'll e-mail you some soundfiles to give you a better idea of what I currently have along with a tournament.
Cheers for the help
Stu
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Just so everyone knows, smallBlind and ante (as well as bigBlind, limit1, limit2, nextAnte, nextSmallBlind, etc, etc) variables were added in 2.6 beta 2. elapsedSeconds and nextIsRound have been added for 2.6 beta 3.
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Thanks Corey,
How do we determine a break or round in the next level using the nextIsRound condition:
nestIsRound = true
nestIsRound = false
or
nextIsRound
nextNotIsRound
etc...
Stu
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nextIsRound is the "next round equivalent" to the isRound variable. So, nextIsRound will be true if the next level in the schedule is a round, false if the next level in the schedule is a break. Actually, it will be a 1 or 0, but that's functionally equivalent to true and false.
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So is this the correct use as a condition for the blinds increasing to a new level in 2 minutes?
(isRound) and (state = 2) and (secondsLeft = 122) and (nextIsRound = 1)
Stu
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Yep. Or you could use:
(isRound) and (stateDesc = "inprogress") and (secondsLeft = 122) and (nextIsRound = 1)
stateDesc is equivalent to state except it is set to string values instead of numbers, to make it a bit more intuitive.
When state is 0, stateDesc will be "before".
When state is 1, stateDesc will be "countdown".
When state is 2, stateDesc will be "inprogress".
When state is 3, stateDesc will be "after".