Another way to go through music without using waits is by using the all mighy death counters. These things are godly. DCs serve as waits by adding/subtracting deaths for a certain unit. Here's a way that you could do this.
Let's say you have 2 wavs that you want to play. The first one is 30 seconds long, and the second one is 40 seconds long. Now, to use death counts, you're going to need to use Hyper Triggers. These basically speed up triggers so that they don't lag. To make hyper triggers, make a trigger under a computer, and
make sure the computer has NO triggers with WAITS. The trigger should be like this:
Players:
Computer Player (Remember: NO WAITS!)
Conditions:
Always
Actions:
Wait 0 ms. (copy that 62 times for a total of 63 'wait 0 ms' actions)
Preserve Trigger.
Now, copy the WHOLE trigger 2-3 times. And that's what a hyper trigger is.
It will take about 1.2 seconds for a death to go from 0 to 12. First, make a trigger that says:
Players:
Player
Conditions:
Always
Actions:
Add 1 death for Cantina for Current Player (I know that's not the exact wording of the action).
Preserve Trigger.
That will constantly add 1 death of Cantina. Next, make a trigger that says:
Players:
Player
Conditions:
Current Player has suffered exactly 0 deaths of Cantina.
Actions:
Play 'wav'.
Preserve Trigger.
If the first wav is 30 seconds long, and 12 death counts equal about 1 second (1.2 exactly), then multiply 30 by 12. You get 360. Make a trigger that says:
Players:
Player
Conditions:
Current Player has suffered exactly 360 deaths of Cantina.
Actions:
Play 'wav'.
Preserve Trigger.
That trigger will play the second wav after 30 seconds. Since this wav is 40 seconds long, multiply 40 by 12. You get 480. Add 360+480 and you'll get 840. Finally, make a trigger that says:
Players:
Player
Conditions:
Current player has suffered exactly 840 deaths of Cantina.
Actions:
Set deaths for Current Player: Set to 0 for Cantina.
That will set the death back to 0 after 40 seconds, and the trigger for the first wav is run again.
