[directmusic] Re: wav tracks, a pain... solutions?

  • From: "Scott Morgan" <scott@xxxxxxxxxxxxxxxxx>
  • To: <directmusic@xxxxxxxxxxxxx>
  • Date: Thu, 9 Jan 2003 09:29:47 -0600

Actually, all I want is a release feature on the waves, like we have in DLS.
That way the wave could fade out automatically when cut off.  That's usually
all I need.

-Scott Morgan
http://Morganstudios.com


----- Original Message -----
From: "Ciaran Walsh" <ciaran@xxxxxxxxxxxxxx>
To: <directmusic@xxxxxxxxxxxxx>
Sent: Thursday, January 09, 2003 10:41 AM
Subject: [directmusic] Re: wav tracks, a pain... solutions?


>
> yikes - in that case I would probably go for masking my cuts with cymbals
or
> soomething ;) definitely gets nightmarish if you have to start making
> endless duplicate segments and try to keep track of so many elements...
>
> on the volume adjustment thing - wouldn't it be great if you could do that
> directly in script per pChannel like you can for the audiopath!
>
> eg:
>
> SetChannelVolume 0 , 1000 , 1
>
> where 0 is target Volume, 1000 is ms, 1 is the pChannel number. Would save
> so much messing about with custom secondary segments...
> aaah, we can but dream ;)
>
> -----Original Message-----
> From: directmusic-bounce@xxxxxxxxxxxxx
> [mailto:directmusic-bounce@xxxxxxxxxxxxx]On Behalf Of Scott Morgan
> Sent: 09 January 2003 13:46
> To: directmusic@xxxxxxxxxxxxx
> Subject: [directmusic] Re: wav tracks, a pain... solutions?
>
>
>
> This is what I am doing for my flute track that comes in and out.  That
was
> complex enough combined with the fact that it is dynamically loaded
(another
> huge problem area that I am too comitted to)
>
> The thing is whith an elaborate wave project it could get immensely
complex.
> My scripts are bad enough as they are.....I think my head would explode if
I
> added this kind of thing to the mix.
>
> For instance my original wave project was a heavy metal piece.  I had a
wave
> for the rhythm guitars, a wave for the leads, and a wave for various synth
> parts.  There were three segments like this.  To make it work I would need
9
> different wave p-channels.  I prefer to use 3 to keep things consistent,
but
> if you are fading one out, you can't start a new wave on the same
p-channel.
> What's worse is if you want to restart a segment.....you can't fade the
> waves in and out at the same time.  So if you wanted to support that
(which
> I did) you would have to make alternates of each segment.  Now I need 18
> p-channels!   What if I wanted to adjust the volume of all rhythm parts?
I
> have to remeber which p-channels are rhythm and which are not and adjust
> each  one by one....in their pattern track equivalent since wave tracks
> don't support CC tracks.That was just for a demo project.  What if I was
> doing a whole game?  I can't bring myself to jump into that kind of
> scripting and p-channel management.
>
> The other option is the seperate audiopath route, which is even worse
> performance and complexity wise.
>
> -Scott Morgan
> http://Morganstudios.com
>
>
> ----- Original Message -----
> From: "Ciaran Walsh" <ciaran@xxxxxxxxxxxxxx>
> To: <directmusic@xxxxxxxxxxxxx>
> Sent: Thursday, January 09, 2003 9:02 AM
> Subject: [directmusic] Re: wav tracks, a pain... solutions?
>
>
> >
> > >>Maybe it isn't something that I should be overly concerned about in
> > game....even so i come back to the old problem of how to stop one wav
one
> > and go into the next at a any given time.  It's such a pain to get it to
> not
> > cut off instantly.
> > <<
> >
> > >>I'm using secondary segments containing CC Track volume fades for all
my
> > track switching. Wouldn't that do what you need?
> > <<
> >
> > Just to clarify what I meant here - if you want to stop SegA at the next
> > measure and start SegB but you want an overlap between the two, you can
> > trigger SegAFadeOut AtMeasure which contains a CC Track on the relevant
> > pChannel to do a short fade out and a script track with a stopper for
SegA
> > after however long your fade is. If you play SegB AtMeasure as well you
> > should get your overlap. The track in SegB needs to be on a different
> > pChannel of course and I suppose that they would need to be Secondary
> > Segments for this to work, but that shouldn't be a problem. All my
> streaming
> > wav Segments are Secondary Segments running on top of a Primary Segment
> that
> > just has the Chord track and a few other bits and pieces.
> >
>
>


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