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. > > > >