I'm having a issue with the Microsoft Train-Sim boys over adjusting sounds that don't respond properly after going through WaveLab. They're really sensitive on loop points and .WAV length as they're connected to what is known as a .SMS file. Any changes to these is certain death for the sound trigger reliability. So all I'm doing is adjusting DC Offset, and normalising the .WAV. That shouldn't do anything to the .WAV - other than make a .GPK and or .MRK file that gets created.
But back in TS, it's rendered the loop points inactive? So they're convinced I'm touching the points, or altering the .SMS - really frustrating trying to explain to them I'm not. :rolleyes:
But didn't I hear somewhere WaveLab introduces some header or something? And something like Audacity does not? Anyone here good with what audio editors leave a .WAV 'pristine' and others that modify it on it's own accord with tags and such? :confused:
Does Wavelab and others add artifacts to .WAV's?Moderators: Christophe, Mark
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Does Wavelab and others add artifacts to .WAV's?
Who are they, and why are they so sensitive about loop points and wav length? and this '.SMS file' is some sort of Canadian spy organisation, right? I think I've heard of them. Nasty people, and quite trigger happy from the sound of it! (o)(o) such audacity!!
Does Wavelab and others add artifacts to .WAV's?by adjusting DC Offset, do you mean removing DC offset from the audio, to bring it back to Zero?
I'm not a total genius when it comes to these extremely technical issues, but my guess would be that the problem is introduced during the adjusting of the DC Offset. messing with amplitude maybe is making it such that the SMS is not recognizing the original loop points? SMS files have to do with Identifying functions, no? Last edited by Icaro on Fri Jan 23, 2009 10:15 am, edited 1 time in total.
Does Wavelab and others add artifacts to .WAV's?try processing the audio with a high-pass filter first
Does Wavelab and others add artifacts to .WAV's?don't know if this is of any use....
[quote]I created loop points in a WAV editor, but the MPC1000 doesn’t pick them up! This has been seen in Adobe Audition, formerly known as Cool Edit Pro: when you use its “Samplerâ€
Does Wavelab and others add artifacts to .WAV's?Wow! I think you found the culprit right there - thanks V/M! I thought Wavelab was doing something extra, and probably this 'optimized' thing is on. Little did I know.
Funny stuff Icaro. :superlol: The problem with these train guys is they're really smart about engine sounds, horns, bells, etc. But get some of the worst recordings. They were ripping off sounds from DVD's for a long time. Now they got hobbiests with recorders going right to the engines. Problem is, they're sticking the mic's right in front of the horn, or the HEP exhaust, or bells, etc. So yes, the DC Offset and limiting is pretty atrocious either way. And actually Microsoft is very good with stereo imagery and distance in MSTS - the ol' hoggers just think it's best to get 'the most' on a recording. Which isn't always a good thing when dealing with sound FX.
Does Wavelab and others add artifacts to .WAV's?huh? Are you being serious about train sounds? hehehe cool!
In that case, the high-pass filter wouldn't be a bad idea. I'm sure it has nothing to do with the loop points, but ELFs can cause DC offset. high-pass filter is good, because when you go to normalize things, there can be added artifacts do to this issue.
Does Wavelab and others add artifacts to .WAV's?Yep Icaro, the train guys are a very SERIOUS bunch! I think Microsoft after the success of Flight Simulator thought they'd throw out this cheapie-choo-choo thing.
Little did they know the amount of railfans, model train lovers, to historians and industrial/developmental engineers that demanded perfection. The community literally took the Microsoft basic's and retooled it almost enitirely! Now Microsoft is trying to catch up with 'us' The company I tend to favor just modelled the entire GTA routes and was commissioned by Bombardier for their own unique simulator to train (pardon the pun) engineers on. So quite a serious and profitable biz indeed. (Which is pissing Microsoft and some other contractors off immensely! ) For any who is interested to check out the 'big deal' - this is only one of many; http://www.mapleleaftracks.com/GTA/features.html Sure enough V/M, I found the culprit with it's check box ON. I'm just waiting for the other studio to get back to me on the faux pas, but I bet you found the wrench right there. Thanks so much again! Last edited by Dungeon Studio on Fri Jan 23, 2009 5:49 pm, edited 1 time in total.
Does Wavelab and others add artifacts to .WAV's?So you're making the choo-choo sounds for MS Train Sim?
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Does Wavelab and others add artifacts to .WAV's?Making them better at least. As much as I'd like to make a blat or a beep with Wasp or Toxic et al - these guys are really serious about the authenticity. But then do such a crap job at recording them.
But in true Microsoft fashion (actually it's Kuju Software in England FOR Microsoft) The 'interior' sounds are 'stereo', while the outdoor ambient sounds are 'mono'. :rolleyes: And for all I complain about Ultrans .TXT format - it's nothing compared to this .SMS style. And everythings at 11khz too, so it's like the good ol' days of Casio's and Akai's. I can make the 'bad' sound good - but anything 'good' is going to sound real 'bad'. Actually the .SMS format is based on granularity - and is surprising how it does make these low end mono sounds actually sound pretty good. The doppler effect has the most potential, though most put in a 'step' thing in the .SMS - so it sounds like your T-Slide when a train passes. As much as I love trains, I'm happier making music on Orion!
Does Wavelab and others add artifacts to .WAV's?11khz? They must be kidding, that doesn't even make sense for cell phones or anything.
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Does Wavelab and others add artifacts to .WAV's?I was pretty shocked too. But by and large it's really just white and pink noise elements that comprise the whole 'ambience' of everything. Engine noises, cars passing. And must admit 11k does give it that 'metalic realism' in some cases.
A poor guy tried to do 'bird sounds' that were up close and personal - that's when the horrors of 11k can truely be heard. And for a long time people were using 'outside sounds' on the inside of the train. Not that I was was the first - but I got into heavily EQing sounds for the interiors to be muffled and more akin to being inside a train. So as crazy as it sounds, orchestrated 11k granular controlled sounds properly shaped and distanced in their make up - it's pretty darn realistic! But then again, I always loved the 'lo-fi'. You or Ketilie may vomit still at the quality.
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