Needless to say, i really wish this process was a little more straightforward. Maybe i'm stupid, but i haven't been able to come up with anything better.
Suggestions definitely welcome.
Yeah, maybe, at some point (very low priority, if you ever do this), maybe jsr would add this function in. Just have it export frames xx - xx, then export the rest, without the extra silence. It'd be nice.
Or make another file and cut out all the frames except the loop. But yes this would be a great feature to have =D
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"im going to continue making this crazy stuff then after a while my style will be so sick that you will be like damn suuun that shit is so sick i dont even get it. i will be like bro its ok.. you dont have to." -omgdonut
Yeah, that's what I meant by that. First feature I'd love to have would be no silence, and I have a feeling that wouldn't be that hard. Of course, I'm not an overpowered expert coder like JSR here, so what do I know?
The silence we are talking about is about .088 seconds. Why would that be a significant problem for background music?
If you need an easier way to get your WAVs processed and into the game, why not write yourself a script to do this? Python comes with the ability to read and write WAV files right out of the box. If you can handle writing Unity scripts, Python shouldn't be too big a leap.
If you need an easier way to get your WAVs processed and into the game, why not write yourself a script to do this? Python comes with the ability to read and write WAV files right out of the box. If you can handle writing Unity scripts, Python shouldn't be too big a leap.
Ohh... not a bad idea!
rainwarrior wrote:
The silence we are talking about is about .088 seconds. Why would that be a significant problem for background music?
Well, the problem is, when the loop comes around the corner, there's a .088 silence, making for a most certainly NOT seamless loop.
At the start of playback, the sound state hasn't settled down yet, so it is not a good loop point in general. In particular, the characteristic highpass filter usually has to recover from a large positive bias on the very first note.
If you want a seamless loop I would recommend setting the loop a few seconds into the song, to the corresponding point after the recording loops.
At the start of playback, the sound state hasn't settled down yet, so it is not a good loop point in general. In particular, the characteristic highpass filter usually has to recover from a large positive bias on the very first note.
If you want a seamless loop I would recommend setting the loop a few seconds into the song, to the corresponding point after the recording loops.
That's probably good advice. Ill probably do that.
is there some sort of smart procedure for finding exact moments in two places in audacity? The line that represents the current position in time moves at a choppy interval when you're zoomed way in, and it's difficult, at least for me, to figure out the exact moment when a note starts if the track is evenly balanced.